Re: Ask a simple question, get a simple answer
Posted: Wed Nov 12, 2014 5:14 pm
Give this a try instead, I think it should work:
kb_teleport.controller:deactivate()
kb_teleport.controller:deactivate()
Official Legend of Grimrock Forums
http://mail.grimrock.net/forum/
It's crashing because it should be kb_teleport.teleporter. Anyway, turning teleporters on/off is easiest done with teleporter_id.controller:activate()/teleporter_id.controller:deactivate(); also, :isDeactivated() only checks if the teleporter is deactivated, it doesn't deactivate it.TheLastOrder wrote:Hi there everybody. After looking as a crazy man in the reference list and several searchs on the forum, here we go:
then
kb_levers_door.door:open()
kb_teleport.teleport:isDeactivated()
The door opens, but the teleport isn't deactivated. the game crashes and returns me that it calls a nil value, when the kb_teleport actually EXISTS, I can see it and I can feel it xDDDD
I tried local kb_teleport = findEntity("kb_teleport"), but still the same problem.
And I tried :toggle or :deactivate
Nothing...
Thanks!!!
Now now, this isn't that kind of site!Decayer wrote:Edit: oh no, beaten... but mine is longer!
http://www.grimrock.net/modding/scripting-reference/defineSkill(desc)
Defines a new skill or replaces an existing skill definition. desc is a table with the following fields:
Where, I think he's gone ...Drakkan wrote:my question - where is NutJob and what happened to him ?
Sutekh wrote:Give this a try instead, I think it should work:
kb_teleport.controller:deactivate()
Both solutions worked. Holy....Decayer wrote:It's crashing because it should be kb_teleport.teleporter. Anyway, turning teleporters on/off is easiest done with teleporter_id.controller:activate()/teleporter_id.controller:deactivate(); also, :isDeactivated() only checks if the teleporter is deactivated, it doesn't deactivate it.
Edit: oh no, beaten... but mine is longer!
Here:MasterworkStone wrote:Are new skills addable? or are we forever stuck with no unarmed skill?