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Re: New Wallsets cause crash
Posted: Wed Feb 19, 2014 5:41 pm
by LordofKral
Re: New Wallsets cause crash
Posted: Wed Feb 19, 2014 11:11 pm
by Isaac
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.
Re: New Wallsets cause crash
Posted: Thu Feb 20, 2014 4:47 pm
by LordofKral
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.
Re: New Wallsets cause crash
Posted: Thu Feb 20, 2014 5:17 pm
by msyblade
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.
Re: New Wallsets cause crash
Posted: Thu Feb 20, 2014 5:21 pm
by Isaac
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.
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.
Perhaps that could be renamed and tested; or at least try to get the mod to work in a new project.
Re: New Wallsets cause crash
Posted: Thu Feb 20, 2014 6:05 pm
by Eleven Warrior
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:)
Re: New Wallsets cause crash
Posted: Thu Feb 20, 2014 8:43 pm
by AdrTru
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.
Re: New Wallsets cause crash
Posted: Thu Feb 20, 2014 9:07 pm
by chaoscommencer
Hey AdrTru. I'm curious, exactly what does your trap system involve? You haven't worked any trap detection/disarming into it, have you?
Re: New Wallsets cause crash
Posted: Thu Feb 20, 2014 9:53 pm
by AdrTru
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.
Re: New Wallsets cause crash
Posted: Fri Feb 21, 2014 10:08 am
by Eleven Warrior
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.........