Lua scripts

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
tantalan
Posts: 112
Joined: Mon Mar 12, 2012 5:49 pm

Re: Lua scripts

Post by tantalan »

Montis wrote: 1) You need a receptor or a hidden receptor for this. Watch the third video tutorial by Komag on this.

2) You have to actually place additional eye sockets. You would also need to redefine them, based on what you want to insert. I downloaded the asset pack and had a look at the defined object in there:
Thanks thats what i needed!
tantalan
Posts: 112
Joined: Mon Mar 12, 2012 5:49 pm

Re: Lua scripts

Post by tantalan »

Again me :-)
1) Is there a way how to increase damage of fireball from spawner? Or it has to give always the same damage?
2) How do you make a monster that holds for example a key and when it dies it drops the key on floor? I saw it already in some sample dungeons but i dont know how to do it.
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Lua scripts

Post by Neikun »

You can clone a fireball object and adjust the stats to it however you like.
If you click on the monster you want to have the key, you'll see in the right hand panel, a box labeled: add item.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
tantalan
Posts: 112
Joined: Mon Mar 12, 2012 5:49 pm

Re: Lua scripts

Post by tantalan »

Neikun wrote:You can clone a fireball object and adjust the stats to it however you like.
If you click on the monster you want to have the key, you'll see in the right hand panel, a box labeled: add item.
ad 1) It is possible to choose "large_fireball" in editor so thats what i wanted :-)
ad 2) thanks

Another question. Is it possible to teleport fireballs? i mean when i place a teleport and set different direction it doesnt work the fireball flies through without changing direction :-(
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Lua scripts

Post by Neikun »

I would think not, but I think you could place an invisible receptor there. Have the receptor trigger another spawner at the other location.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
tantalan
Posts: 112
Joined: Mon Mar 12, 2012 5:49 pm

Re: Lua scripts

Post by tantalan »

Hi, is there a solution how to make a room where monsters will spawn but with maximum number of five? I tried only this - a room with spawner and i made a counter which counted spawned monsters and when there was a five the counter stopped the spawner. But what to do when i kill a monster? How to handle this to start spawning and counting again? Or do you have another solution? Maybe there could by some code that checks the number of lets say snails and if that number is 5 it stops the spawner. But how to count only snails in that room? What if i have another snails in other rooms in the dungeon and i need to count only those in one room?
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Lua scripts

Post by Komag »

this can be done. I can't link to it now (on phone) but there is a script from the script repository for searching for monsters in an area, and you could adapt it
Finished Dungeons - complete mods to play
tantalan
Posts: 112
Joined: Mon Mar 12, 2012 5:49 pm

Re: Lua scripts

Post by tantalan »

Komag wrote:this can be done. I can't link to it now (on phone) but there is a script from the script repository for searching for monsters in an area, and you could adapt it
OK i ll try to find it.
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Lua scripts

Post by Komag »

Finished Dungeons - complete mods to play
Post Reply