Asset Pack V2

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Xardas
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Joined: Fri Jul 28, 2017 12:30 am

Re: Asset Pack V2

Post by Xardas » Wed Aug 02, 2017 3:55 pm

I changed the Animation Code in the tentacles.lua now and imported it to the init.lua, also i added the defineMaterial to the init file. Now it refuses to load the Project, because of some "missing" brackets in the defineMaterial. Can´t figure out why. This method seems to work fine with the other Monsters. :?:
In order to get to the other side of the pit you have to get hit by the fireball and die....
Yep.....moving on!

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Isaac
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Joined: Fri Mar 02, 2012 10:02 pm

Re: Asset Pack V2

Post by Isaac » Wed Aug 02, 2017 7:32 pm

Whenever that happens, you have to edit whatever startup lua script is at fault. You will need an external text editor. Once you start editing scripts outside of Grimrock, it really pays to have a good editor that offers at least syntax highlighting; if not other features.

Notepad++ and sublimeText are good ones IMO, but plain Windows Notepad will work.

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Xardas
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Joined: Fri Jul 28, 2017 12:30 am

Re: Asset Pack V2

Post by Xardas » Wed Aug 02, 2017 11:31 pm

Yep already have the Notepad++ now. It´s pretty good. Which script do you mean when you say Startup lua script?
In order to get to the other side of the pit you have to get hit by the fireball and die....
Yep.....moving on!

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Isaac
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Joined: Fri Mar 02, 2012 10:02 pm

Re: Asset Pack V2

Post by Isaac » Thu Aug 03, 2017 4:45 am

Xardas wrote:Yep already have the Notepad++ now. It´s pretty good. Which script do you mean when you say Startup lua script?
It will either be in dungeon.lua, or init.lua —or in one of the scripts included by init.lua. Since they are all empty by default, it would only be one those if you've edited it.

Adding objects to the map in the editor, adds script-code to dungeon.lua when the project is saved. It is very common to have the game not load if the added script-code references objects that have errors. When this happens, the problem is not in dungeon.lua, but the solution to getting the editor to load again is; and that is to remove those entries from dungeon.lua. While the problem itself could be anything added to any of the scripts, it's commonly a flaw in an object definition (or sudden lack of a definition) in the user edited (items, objects, or monsters) lua scripts.

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