Search found 15 matches
- Wed Jan 02, 2013 6:29 pm
- Forum: Modding
- Topic: quick item spawn question
- Replies: 8
- Views: 6688
Re: quick item spawn question
(fixed, nevermind)
- Wed Jan 02, 2013 6:22 pm
- Forum: Modding
- Topic: quick item spawn question
- Replies: 8
- Views: 6688
Re: quick item spawn question
Yeah thanks, I think that will work, and I have used the self.x, self.y or plate.x, plate.y a few times in my dungeon. I must say for someone like me, who is new to scripting in general, this seems quite logic, when you know the functions. The tricky part is just to set it up right ;) - thanks for y...
- Mon Dec 31, 2012 3:54 am
- Forum: Modding
- Topic: quick item spawn question
- Replies: 8
- Views: 6688
Re: quick item spawn question
Interesting,
I cannot get your script to work - or in other words - no key is spawned :/
I cannot get your script to work - or in other words - no key is spawned :/
- Mon Dec 31, 2012 2:01 am
- Forum: Modding
- Topic: quick item spawn question
- Replies: 8
- Views: 6688
quick item spawn question
--Spawn key function l1rspwnkey() if knap_text_5:isDown() == true and <NEED SOMETHING HERE> then hudPrint("Oh look! There is a key on the floor.") key = spawn("brass_key", self.level, 8, 6, 3, "FANCYBRASSKEY") end end Comment: The problem with this script is, I want it ...
- Sun Dec 30, 2012 11:02 pm
- Forum: Modding
- Topic: Help to FX
- Replies: 2
- Views: 2881
Help to FX
I was planning to get some new red light in my dungeon, however... I cannot really get that "FX" to work... I have tried: function test11111() if testp1:isDown() == true fxtest:setLight(1, 0, 0, 10, 3, 200, true) else end end with a pressure_plate and a FX (The script doesn't work) :(
- Sun Dec 30, 2012 6:25 pm
- Forum: Modding
- Topic: Text output
- Replies: 13
- Views: 11825
Re: Text output
The problem was that my torch was "activating" the Lua script ... It now works -.-
- Sun Dec 30, 2012 6:04 pm
- Forum: Modding
- Topic: Text output
- Replies: 13
- Views: 11825
Re: Text output
NEVERMIND... couldn't do that :'(
- Sun Dec 30, 2012 6:02 pm
- Forum: Modding
- Topic: Text output
- Replies: 13
- Views: 11825
Re: Text output
Else I should make the torch activate LUA script if it is activated itself - and deactivate Lua script if it is deactivated (removed)
- Sun Dec 30, 2012 5:55 pm
- Forum: Modding
- Topic: Text output
- Replies: 13
- Views: 11825
Re: Text output
He keeps saying "it is stuck" if I just keep removing and adding the torch 
- Sat Dec 29, 2012 10:16 pm
- Forum: Modding
- Topic: Text output
- Replies: 13
- Views: 11825
Re: Text output
--Resets lever if riddle is not complete function resetlever1() if tsl1:getLeverState() == "activated" and tst1:hasTorch() == true then tsl1:setLeverState("deactivated") hudPrint("It seems stuck! ...") else tsl1:setLeverState("activated") end end The problem w...