New Wallsets cause crash
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LordofKral
- Posts: 27
- Joined: Mon Feb 10, 2014 5:56 pm
Re: New Wallsets cause crash
Link to my mod_assets folder
https://www.dropbox.com/s/zo3bfpaa9u3v5q7/mod_assets.7z
https://www.dropbox.com/s/zo3bfpaa9u3v5q7/mod_assets.7z
Re: New Wallsets cause crash
The problem is in the traps mod ~scripts folder. init_Traps.lua has an onMove hook that references Traps_script ~and that doesn't exist. If you comment out that hook, the mod runs; but the trap detection is probably not going to function as intended.
_______________________
cloneObject{
name = "party",
baseObject = "party",
onMove = function(self, dir)
return Traps_script.MoveToSpikes(self,dir)
end,
onPickUpItem = function(self,item)
if item.name == "spikeTrap_spikes" then return false end
if item.name == "spikeTrap_spikes_big" then return false end
if item.name == "spikeTrap_spikes_floor" then return false end
if item.name == "spikeTrap_spikes_floor_tile" then return false end
if item.name == "spikeTrap_spikes_floor_line" then return false end
if item.name == "spikeTrap_spikes_floor_cross" then return false end
if item.name == "spikeTrap_spikes_floor_ncross" then return false end
end,
}
____________________
* init_Traps.lua also seems to have an earlier version of the same script in the same folder, but is named with a foreign character set, so that might cause problems also.
_______________________
cloneObject{
name = "party",
baseObject = "party",
onMove = function(self, dir)
return Traps_script.MoveToSpikes(self,dir)
end,
onPickUpItem = function(self,item)
if item.name == "spikeTrap_spikes" then return false end
if item.name == "spikeTrap_spikes_big" then return false end
if item.name == "spikeTrap_spikes_floor" then return false end
if item.name == "spikeTrap_spikes_floor_tile" then return false end
if item.name == "spikeTrap_spikes_floor_line" then return false end
if item.name == "spikeTrap_spikes_floor_cross" then return false end
if item.name == "spikeTrap_spikes_floor_ncross" then return false end
end,
}
____________________
* init_Traps.lua also seems to have an earlier version of the same script in the same folder, but is named with a foreign character set, so that might cause problems also.
-
LordofKral
- Posts: 27
- Joined: Mon Feb 10, 2014 5:56 pm
Re: New Wallsets cause crash
So i would help to outcomment that great mod?
Thanks for the Help! (It´s sad that such a nice mod isn´t workin right)
aaaannd it does not work as intended (suprise) XD
But i can use for visuals thou.
Thanks for the Help! (It´s sad that such a nice mod isn´t workin right)
aaaannd it does not work as intended (suprise) XD
But i can use for visuals thou.
Re: New Wallsets cause crash
I have not seen the traps mod, but it sounds like you could locate the "traps_script" Script Entity that needs placed in the dungeon, and ensure that you delete the earlier version of the mod from your .lua, and it may work as intended.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
Re: New Wallsets cause crash
I looked for it, but did not find it. There is a second script with a corrupted name ~that might be it; but it looked like an earlier version of the same init_Traps script.msyblade wrote:I have not seen the traps mod, but it sounds like you could locate the "traps_script" Script Entity that needs placed in the dungeon, and ensure that you delete the earlier version of the mod from your .lua, and it may work as intended.
Perhaps that could be renamed and tested; or at least try to get the mod to work in a new project.
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: New Wallsets cause crash
If it's the same Trap System I am using then you need to contact ArdTru about it. He is the writer of the Traps Script, also you will need the latest version of the Traps system. In the dungeon editor there should be a lua entity with the Traps Script code inside it, if you would like i can post it for you in my Drop Box. I will even make a Mod for you with the Mine wallset and Northern Wallset with the Trap System added..
That way it will get you started:)
That way it will get you started:)
Re: New Wallsets cause crash
Yes its my job.
This traps system isnt good - I made there many features by bad way.
This floor spikes as items in alcoves on floor and self animation defined as colection alcoves for moving item are too complicated.
Now I reworked this system to be simmilar as Xanathars Treasure chest.
This traps system isnt good - I made there many features by bad way.
This floor spikes as items in alcoves on floor and self animation defined as colection alcoves for moving item are too complicated.
Now I reworked this system to be simmilar as Xanathars Treasure chest.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
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chaoscommencer
- Posts: 119
- Joined: Sun Jan 05, 2014 7:48 pm
Re: New Wallsets cause crash
Hey AdrTru. I'm curious, exactly what does your trap system involve? You haven't worked any trap detection/disarming into it, have you?
Working on a dungeon that displays a massive collection of assets while sorting them into convenient reusable plugin format (concept from some of leki's mods). Will contribute some of my own models as well eventually and follow that with custom dungeon.
Re: New Wallsets cause crash
I try to make system for using more types of traps with definded parameters for every trap alone. Xanathars chest is inspiration for me.
System will be defined as script entity for each traps(with parameter definition and connected functions) and one managing script. I am working on remake spike script, I have axe swing trap, and prepare spear piersing traps(more variants). All of this will be worked on one system.
I must solve some problems with object model ( I am praying to LOG2 will be spawned to our world ), but I going to find some way soon.
System will be defined as script entity for each traps(with parameter definition and connected functions) and one managing script. I am working on remake spike script, I have axe swing trap, and prepare spear piersing traps(more variants). All of this will be worked on one system.
I must solve some problems with object model ( I am praying to LOG2 will be spawned to our world ), but I going to find some way soon.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
- Eleven Warrior
- Posts: 752
- Joined: Thu Apr 18, 2013 2:32 pm
- Location: Australia
Re: New Wallsets cause crash
ArdTru don't be so hard on yourself the Trap system Is fully functional and it works. To be real it's not that hard to work out, just needs some practice as I have done ahy.. Ohh and yes people be prepared for the best traps you have seen. I am using the the Axe traps and Spear traps that ArdTru has designed and I have to say they are deadly and awesome.. You will see for yourselves soon ahy:)
Whats that on the wall you say, walk closer you fool.....ahhhhhhhhhh....it'sss a TRAP....hahhhh..hhhhhaaaa....and you fell for it hhhaaaa....Humnas are so errrrrrr.........
Whats that on the wall you say, walk closer you fool.....ahhhhhhhhhh....it'sss a TRAP....hahhhh..hhhhhaaaa....and you fell for it hhhaaaa....Humnas are so errrrrrr.........