Search found 7 matches

by moonax
Thu Jun 02, 2016 2:51 pm
Forum: Custom Dungeons
Topic: [MOD] - Eye of the Atlantis - version 3j
Replies: 742
Views: 807940

Re: [MOD] - Eye of the Atlantis - version 3h

Thanks Drakken,

I think the problem was making sure I had visited the obelisks. I must have read one, died, reloaded but didn't revisit.

Thanks again.
by moonax
Thu Jun 02, 2016 11:01 am
Forum: Custom Dungeons
Topic: [MOD] - Eye of the Atlantis - version 3j
Replies: 742
Views: 807940

Re: [MOD] - Eye of the Atlantis - version 3h

Hi, Thanks for your mod. Really enjoying it. A question about the final treasure. I have all the directions from the obelisks and I have followed the path exactly, except when the destination is in sight, I am prevented from getting there by a small body of water. Is there something I am missing? Th...
by moonax
Sat Jan 31, 2015 1:38 am
Forum: Mod Creation
Topic: Help with a Script, Please
Replies: 4
Views: 3991

Re: Help with a Script, Please

Ah, thanks. For some reason I missed seeing that bit. That works!

Thank you very much! [Sorry for my blindness]
by moonax
Fri Jan 30, 2015 11:31 pm
Forum: Mod Creation
Topic: Help with a Script, Please
Replies: 4
Views: 3991

Re: Help with a Script, Please

Thanks for the reply Skuggasveinn.

How would I define the part of the teleporter I'm using. I've set a target, and I'm not using spin. Is there something more?
Sorry, I'm new to scripting and modding.
by moonax
Fri Jan 30, 2015 10:29 am
Forum: Mod Creation
Topic: Help with a Script, Please
Replies: 4
Views: 3991

Help with a Script, Please

Hi,
I'm having trouble with a script that says it returns a nil value and I'm not sure why. Similar scripts have worked elsewhere. Any ideas?

function checkItems(alcove)

if alcove.contents("rock")
then teleporter_3:activate()
else
teleporter_3:deactivate()
end
end

Thanks!
by moonax
Fri Jan 30, 2015 6:07 am
Forum: Modding
Topic: Script Struggle
Replies: 3
Views: 5056

Re: Script Struggle

Thanks maneus. I tried your script but it says "attempt to call method 'containedItems' (a nil value). [Note: this is for LOG 2].
by moonax
Thu Jan 29, 2015 10:20 am
Forum: Modding
Topic: Script Struggle
Replies: 3
Views: 5056

Script Struggle

Hi, This my first time giving modding a go. I have a script for the activation of a teleport when an item is put in an alcove. I used a similar script elsewhere to open a gate, but some isn't working for this. Any help? Thanks. Here's the Script function checkItems(alcove) if alcove.contents("b...