Search found 158 matches
- Thu Jan 08, 2015 6:37 pm
- Forum: Mod Creation
- Topic: weight alcove
- Replies: 11
- Views: 13559
Re: weight alcove
It's a floating point error.. I have no good way of solving it but the following works. ---- -- Given a surface component, get the weight of all items on that surface. -- Example: -- local weight = getSurfaceWeight(entity.surface); -- hudPrint("Surface Weight: " .. weight); function getSur...
- Wed Jan 07, 2015 11:45 pm
- Forum: Mod Creation
- Topic: how to destroy item on an altar?
- Replies: 16
- Views: 13682
Re: how to destroy item on an altar?
ok.. this might not be what you want at all, but... if you have your two mine-platforms, one called platformA and another called platformB. Hook up both platforms insertItem and removeItem to the following script and try it out: function itemOnPlatform(sender) local wb = 0 local wa = 0 for _, a in p...
- Wed Jan 07, 2015 11:38 am
- Forum: Mod Creation
- Topic: how to destroy item on an altar?
- Replies: 16
- Views: 13682
Re: how to destroy item on an altar?
Why not change things around a bit. Spawn the new platforms first, then move the items from the old platforms to the new ones, and then destroy the old platforms. It's all happening in a single frame anyway so you won't notice the order. This way you don't have to keep an intermediate list of the it...
- Thu Dec 25, 2014 1:02 pm
- Forum: Mod Creation
- Topic: [Custom Tileset] ODS - Old Dongeon Style TileSet v1.3
- Replies: 50
- Views: 58726
Re: [Custom Tileset] ODS - Old Dongeon Style TileSet v1.3
Been thinking about the occluders aswell. I'll update my conversions sometime after christmas. Need to redo a few things in the dark elf temple conversion anyway.
- Wed Dec 10, 2014 9:25 am
- Forum: Mod Creation
- Topic: Having some trouble with shootProjectile
- Replies: 30
- Views: 40023
Re: Having some trouble with shootProjectile
I tried a different approach to the fire-an-arrow problem, and tried to make it into a spell... It sortof works.. but there are a few issues as to what it actually hits... defineObject{ name = "projectile_arrow_hit", baseObject = "base_spell", components = { { class = "Parti...
- Wed Dec 10, 2014 9:06 am
- Forum: Mod Creation
- Topic: Wish there was more info on the Brain component
- Replies: 19
- Views: 15960
Re: Wish there was more info on the Brain component
once makes one move towards "cell_trickster_target_1", he is no longer by the lock, and will start moving towards the lock instead.
- Sat Dec 06, 2014 11:27 pm
- Forum: Mod Creation
- Topic: Connectors?
- Replies: 4
- Views: 5169
Re: Connectors?
According to the script reference DoorComponents have onOpen and onClose events.
DoorComponent.onOpen(self)
DoorComponent.onClose(self)
DoorComponent.onOpen(self)
DoorComponent.onClose(self)
- Sat Nov 29, 2014 12:46 pm
- Forum: Mod Creation
- Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
- Replies: 53
- Views: 84734
Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
I threw togheter that brain fairly quickly yesterday, im sure theres alot of tweeks to be needed. I honestly can't remember exactly how it's supposed to behave, and i've only tested it in the center of a 3x3 room... It should retreat after 3 second if the party is no longer visible, so if youre 2 sq...
- Fri Nov 28, 2014 6:43 pm
- Forum: Mod Creation
- Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
- Replies: 53
- Views: 84734
Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
hmm. i actually get that error in the editor aswell if the tentacle is on a different level. no solve yet though. Seems to be that the TentacleBrain component is borked somehow, the TentacleHide component seems to be working, so we prob. just need to reinvent the brain-part from a normal BrainCompon...
- Fri Nov 28, 2014 9:06 am
- Forum: Mod Creation
- Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
- Replies: 53
- Views: 84734
Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
Ahh. i didn't even notice the side attacks didn't do damage, but that's an easy fix. Change all the events to be "attack" instead of "attack_right" etc. I've fixed my above post. it you want more aggression you can lower the cooldown (and strength) of the attack, or maybe increas...