Search found 4 matches
- Tue Apr 08, 2014 8:50 pm
- Forum: Modding
- Topic: Scripting help
- Replies: 7
- Views: 5209
Re: Scripting help
Thanks for the help, but, as this is working fine and I actually understand why and how it works the way it does I'll keep using it, no sense in delving into things over my head.
- Mon Apr 07, 2014 8:48 pm
- Forum: Modding
- Topic: Scripting help
- Replies: 7
- Views: 5209
Re: Scripting help
We're nearly there, that works perfectly so long as we don't introduce another item, for instance if I place a torch on the alcove after the chalice, then take the chalice off, the door remains open. EDIT Curiously after thinking about it, I discovered an odd but effective workaround. Simply by sett...
- Mon Apr 07, 2014 1:29 pm
- Forum: Modding
- Topic: Scripting help
- Replies: 7
- Views: 5209
Re: Scripting help
I tried your suggestion and found that, instead of the door closing when the chalice is removed, rather it closes only when the chalice is placed on the alcove when the door is open. In reality what will be needed I feel is a way of checking the contained items for the chalice and have it return a &...
- Mon Apr 07, 2014 1:05 pm
- Forum: Modding
- Topic: Scripting help
- Replies: 7
- Views: 5209
Scripting help
Hi there, I've been working on a custom dungeon (Mostly for my own amusement) and have just started tackling scripting, so far everything has been working fine, save when i tried to get this to work: --Opening and closing doors function open() for a in alcove:containedItems() do if a.name == "g...