
Search found 16 matches
- Wed Oct 10, 2012 4:32 pm
- Forum: Modding
- Topic: Timer running slow when placed in other levels
- Replies: 21
- Views: 24665
Re: Timer running slow when placed in other levels
Thanks, scripting seems a good idea even if I suck at that. There's some examples that might help me around here 

- Wed Oct 10, 2012 3:39 pm
- Forum: Modding
- Topic: Timer running slow when placed in other levels
- Replies: 21
- Views: 24665
Timer running slow when placed in other levels
I have some moving teleporters in my 4th level which require a lot of timers to activate/desactivate. So i wanted to move them to another floor to clear the view a bit. Sadly I found out that everything was working a lot slower. The timer was set at 0.8sec between each teleporter and suddenly it too...
- Mon Sep 24, 2012 2:53 pm
- Forum: Modding
- Topic: Is there a really good dungeon made by grimrock editor?
- Replies: 47
- Views: 35332
Re: Is there a really good dungeon made by grimrock editor?
The problem is that there's not many feedback about what's good/what's bad in a dungeon.
You can't please everyone but at least some comments would help fix/balance things.
You can't please everyone but at least some comments would help fix/balance things.
- Sun Sep 23, 2012 12:15 pm
- Forum: Modding
- Topic: How long do you like it?
- Replies: 6
- Views: 5691
Re: How long do you like it?
It's a good question as I'm finding myself having some kind of writter block on my dungeon. I made only 5 levels but I can't see myself doing 10+ without repeating myself.
- Mon Sep 17, 2012 7:57 pm
- Forum: Modding
- Topic: Yet another alcove question!
- Replies: 5
- Views: 5472
Re: Yet another alcove question!
Wow, did you read my mind? I wanted it to work with multiple items but was not sure if it was worth the trouble.
Thanks a lot!
Thanks a lot!
- Mon Sep 17, 2012 4:35 pm
- Forum: Modding
- Topic: Yet another alcove question!
- Replies: 5
- Views: 5472
Re: Yet another alcove question!
Thanks it works now!
I understand that it was doing the check only if there was an item there (for example a torch). If there was no item it wouldn't close the door. So I've told the alcove to close the door on deactivate and it seems to work.
I understand that it was doing the check only if there was an item there (for example a torch). If there was no item it wouldn't close the door. So I've told the alcove to close the door on deactivate and it seems to work.
- Mon Sep 17, 2012 4:00 pm
- Forum: Modding
- Topic: Yet another alcove question!
- Replies: 5
- Views: 5472
Yet another alcove question!
I'm having a puzzle where I want to have some items in an alcove in order to open a door. It works well using a code taken here but you can just remove the item and the door will stay open. function checkAlcoveForItems() local itemName = "chitin_boots" local alcoveID = dungeon_alcove_3 for...
- Mon Sep 17, 2012 8:12 am
- Forum: Modding
- Topic: couple of weird lighting things... maybe bugs.
- Replies: 14
- Views: 14004
Re: couple of weird lighting things... maybe bugs.
I can confirm that I had the same issue. When creating a corridor not far from a prison ceiling light, the corridor would be lighted where it shouldn't but moving around would 'switch off' the light.
- Sun Sep 16, 2012 7:21 pm
- Forum: Modding
- Topic: Adding natural light from ceiling/shaft?
- Replies: 2
- Views: 3266
Re: Adding natural light from ceiling/shaft?
Thanks a lot! I was working on dungeon levels so i didn't notice that.
- Sun Sep 16, 2012 7:02 pm
- Forum: Modding
- Topic: Adding natural light from ceiling/shaft?
- Replies: 2
- Views: 3266
Adding natural light from ceiling/shaft?
I noticed that there are beautiful natural lights in some level mostly coming from shaft, cave in but I can't find any reference to it in the help.
Anyone can explain to me how it works? I want to improve the atmosphere of my dungeon
Anyone can explain to me how it works? I want to improve the atmosphere of my dungeon
