Search found 23 matches
- Sat Jul 18, 2015 11:17 am
- Forum: Mod Creation
- Topic: Automatically moving pushable blocks and crushing party.
- Replies: 1
- Views: 2483
Automatically moving pushable blocks and crushing party.
Is it possible to make an automatically moving pushable block?, and if a pushable block moves onto the space occupied by the party is it possible to crush/kill the party? I want to make a 3 tile wide corridor with a few of these moving block traps, having the pushable block going 2 spaces east, then...
- Thu Jul 09, 2015 2:26 pm
- Forum: Mod Creation
- Topic: Automatically moving pushable blocks that can crush player.
- Replies: 1
- Views: 2390
Automatically moving pushable blocks that can crush player.
Is this at all possible?
I want to make a 3x20 hallway with some 3 length pushable block floor tiles where the block moves back and forth on it's own.
I also wonder if the pushable block can actually crush a player that gets pinned against a wall or if the block moves to occupy the player's tile.
I want to make a 3x20 hallway with some 3 length pushable block floor tiles where the block moves back and forth on it's own.
I also wonder if the pushable block can actually crush a player that gets pinned against a wall or if the block moves to occupy the player's tile.
- Mon Jul 06, 2015 6:21 pm
- Forum: Mod Creation
- Topic: Boss fight help
- Replies: 15
- Views: 11180
Re: Boss fight help
I always just have the monster in a deactivated teleporter in some far corner of the map, when the boss starts, activate the teleporter and set the custom destination. if the monster is in a 1x1 tile, he wont turn or move, so you can keep the monsters facing too!, you can set the teleporter destinat...
- Sat Nov 01, 2014 2:33 pm
- Forum: Mod Creation
- Topic: Scripting time in real-time seconds
- Replies: 17
- Views: 21063
Re: Scripting time in real-time seconds
DrKojak ? Could I propose the old good solution ? :D Step by step script ? ( controlled by timer or just the boss life of course ) Got example in the skugg's tuto part 6 ( Boss tuto ) well it is scripted to the time, so far ive scripted about 70 seconds of events of traps and spawners, aswell at sp...
- Fri Oct 31, 2014 2:32 pm
- Forum: Mod Creation
- Topic: Scripting time in real-time seconds
- Replies: 17
- Views: 21063
Re: Scripting time in real-time seconds
i am scripting some lights to activate at a point in the bossfight, i just put lights where i wanted them and made them unclickable and lights off etc, then made a spawner that triggers when i want them too that just spawns the light normally... there arent any clipping or weird textures etc which i...
- Thu Oct 30, 2014 2:27 pm
- Forum: Mod Creation
- Topic: Scripting time in real-time seconds
- Replies: 17
- Views: 21063
Re: Scripting time in real-time seconds
Another technique you can use in LoG2 are delayedCalls. The syntax is delayedCall(scriptEntityId, delayInSeconds, functionName). Here's an example: function startSequence() print("Sequence started...") delayedCall(self.go.id, 1.5, "firstEvent") delayedCall(self.go.id, 10, "...
- Thu Oct 30, 2014 2:16 pm
- Forum: Mod Creation
- Topic: Scripting time in real-time seconds
- Replies: 17
- Views: 21063
Re: Scripting time in real-time seconds
something like: timer_1.timer:stop() works i believe (where "timer_1" is the ID of the timer you are using) thanks man, i got it working, added a floor trigger where the player spawns in to the area that stops the timer immediately in a script, then added a trigger that starts the timer a...
- Thu Oct 30, 2014 1:52 pm
- Forum: Mod Creation
- Topic: Scripting time in real-time seconds
- Replies: 17
- Views: 21063
Re: Scripting time in real-time seconds
connect a timer with triggerOnStart ticked and interval 1 (1 second) onto a script with something like this time = 0 function eventCaller() time = time + 1 if time == 10 then print("you have been playing for 10 seconds") elseif time == 30 then print("you have been playing for 30 seco...
- Thu Oct 30, 2014 1:00 pm
- Forum: Mod Creation
- Topic: Scripting time in real-time seconds
- Replies: 17
- Views: 21063
Scripting time in real-time seconds
Is it possible to script triggers on a timer in real-time seconds? Or is it possible to accurately measure/divide the timer asset's 'timerintervals' into real-time seconds? the timer assets in the editor seem to be about 0.3 to 0.4 of a second each and i can't successfully time a load of scripts to ...
- Wed Oct 29, 2014 12:10 pm
- Forum: Mod Creation
- Topic: Name of Treasure Chest Monster [Solved]
- Replies: 8
- Views: 11821
Re: Name of Treasure Chest Monster
time to try this out!Jouki wrote:ok actually I've found better solutionNutJob wrote:Much the same way here when he's spawning in the Ogre, just remove the chest and put the mimic in it's x,y.Code: Select all
chest_3.chest:setMimic(true)
Edit* Works a treat, thanks man!