Search found 13 matches
- Fri Dec 28, 2012 1:35 am
- Forum: Modding
- Topic: Few questions
- Replies: 14
- Views: 9199
Re: Few questions
ah thank you. its no longer crashing, so that was the problem. EDIT #2: got it to work correctly. I just had to up the maxstat of the stat. Here is the code if anyone is interested. cloneObject{ name = "tower_shield", baseObject = "legionary_shield", uiName = "Scutum", ...
- Fri Dec 28, 2012 1:06 am
- Forum: Modding
- Topic: Few questions
- Replies: 14
- Views: 9199
Re: Few questions
To workaround the shield protection issue you could implement custom onEquipItem and onUnequipItem hooks for the shield. i've been trying to get it to work but unfortunatly my scripting experience is limited. Upon equiping the shield, my editor just crashes. Could you please take a look at my scrip...
- Wed Dec 26, 2012 6:19 am
- Forum: Modding
- Topic: Few questions
- Replies: 14
- Views: 9199
Re: Few questions
yes it is. thanks
also how do you get scripts to initialize as soon as the game is loaded? Say i have a function, how can i get it to automatically start doing its task without me having to trigger it?
also how do you get scripts to initialize as soon as the game is loaded? Say i have a function, how can i get it to automatically start doing its task without me having to trigger it?
- Wed Dec 26, 2012 2:00 am
- Forum: Modding
- Topic: Few questions
- Replies: 14
- Views: 9199
Re: Few questions
ah thats too bad.
what exactly is an FX entity? i dont see it anywhere in the props/items/logic screen
what exactly is an FX entity? i dont see it anywhere in the props/items/logic screen
- Wed Dec 26, 2012 1:36 am
- Forum: Modding
- Topic: Few questions
- Replies: 14
- Views: 9199
Re: Few questions
Im having some difficulty in understanding the FX setlight command.
how do i define a new FX entity?
how do i define a new FX entity?
- Wed Dec 26, 2012 12:40 am
- Forum: Modding
- Topic: Few questions
- Replies: 14
- Views: 9199
Re: Few questions
great! they both worked, thanks a lot!
anyone have a solution to #2?
anyone have a solution to #2?
- Tue Dec 25, 2012 11:55 pm
- Forum: Modding
- Topic: Few questions
- Replies: 14
- Views: 9199
Few questions
A couple of quick questions: 1. is there a way to make pits(with or without trap doors) just kill the whole party rather then drop them down 1 level? 2. I made a clone of a shield and gave it a stat of Protection +2 and Evasion +2. However in game, the Protection stat does not apply to the player; t...
- Mon Dec 24, 2012 11:49 pm
- Forum: Modding
- Topic: Teleporting an object (prop)
- Replies: 13
- Views: 9872
Re: Teleporting an object (prop)
oh my! thank you so much!
This must be one of the most helpful modding communities i've been involved with
This must be one of the most helpful modding communities i've been involved with
- Mon Dec 24, 2012 11:13 pm
- Forum: Modding
- Topic: Teleporting an object (prop)
- Replies: 13
- Views: 9872
Re: Teleporting an object (prop)
Lol thanks guys...i guess.... :D Also, to somewhat change the topic since i really dont think its necessary to start a new thread: Is there a way i can few all the stats and stuff for the monsters? I'm trying to modify the mobs but i cant really do that unless i know what their initial base stats ar...
- Mon Dec 24, 2012 7:21 am
- Forum: Modding
- Topic: Teleporting an object (prop)
- Replies: 13
- Views: 9872
Teleporting an object (prop)
I'm trying to figure out if its possible to teleport/move/delete/spawn a prop object. I want to move a statue to a different part of the room. I searched not only the forums but online as well and didnt find a sufficient answer
thanks
thanks