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Re: [MOD] Stone Boulders * released*
Posted: Sat Mar 02, 2013 11:14 pm
by AdrTru
Re: [MOD] Stone Boulders * released*
Posted: Sat Mar 02, 2013 11:37 pm
by Neikun
Odd way to post the link.
Here you go:
http://grimrock.nexusmods.com/mods/220
I've never heard of Sokoban. What is it?
Re: [MOD] Stone Boulders * released*
Posted: Sat Mar 02, 2013 11:40 pm
by AdrTru
It is a logic game.
Storeman must push boxes to its corect positions in stock
I wos curious how it looks as first person

Re: [MOD] Stone Boulders * released*
Posted: Sun Mar 03, 2013 12:06 am
by AdrTru
I wos upload source.
It contains some my made pits for big boulders
Re: [MOD] Stone Boulders * released*
Posted: Sun Mar 03, 2013 11:38 pm
by AdrTru
Did someone solved 6th level? I didnt, but this level is geting from internet sites.

Re: [MOD] Stone Boulders * released*
Posted: Mon Mar 04, 2013 11:53 pm
by Neikun
I did it! I beat the whole mod. I used six resets. Really neat stuff.
Re: [MOD] Stone Boulders * released*
Posted: Tue Mar 05, 2013 5:33 pm
by AdrTru
Wow. Thank you for testing.
Re: [MOD] Stone Boulders * released*
Posted: Tue Mar 05, 2013 10:15 pm
by Neikun
I was able to kill my backrow by stepping forward right after pushing the boulder.
Re: [MOD] Stone Boulders * released*
Posted: Wed Mar 06, 2013 6:12 pm
by AdrTru
Neikun wrote:I was able to kill my backrow by stepping forward right after pushing the boulder.
Yes, I forgot get this feature back to boulder. For testing this death functions didnt suitable

.
But, I make next levels with mechanism as pits, pressure plates, push machines etc. where boulders will be move as spell anywhere in levels, will be this feature nessessery for boulders.
Now I made on mechanism (like battering ram) for pushing boulders away from wall.
Re: [MOD] Stone Boulders * released*
Posted: Sat Jun 29, 2013 9:42 am
by bongobeat
Hi, thanks for this wonderful mod!
I have try it, and now, it seems to work:
but just for sure: I realy dont know what I m' doing, so please can you tell me if something is wrong in what i ve done?
the clone party and hook things are not very understandable for me.
1° I have created a "clone party.lua"
I have put this code into it:
Code: Select all
cloneObject{
name = "party",
baseObject = "party",
onProjectileHit = function(champion, projectile, amount)
if projectile.name == "boulder" then
party:playScreenEffect("damage_screen")
shootProjectile("boulder",party.level,party.x,party.y,party.facing, 3,0,0,0,10,0,1000,party,false)
damageTile(party.level, party.x, party.y, projectile.facing, 6, "physical", 9999)
end
return true
end,
}
2°) I have paste the code for the boulder object into objects.lua
3°) I have paste your code into a script in the editor (called boulder_script)
4°) Then i have created a script called "test" and put this code into it: (with correct x,y position)
Code: Select all
function boulder()
shootProjectile("boulder",1,15,22,0, 3,0,0,0,0,0,1000,nil,true)
end
and finally i have connect a pressure plate to it, and always when I pass over, the boulder is spawned.
is that correct?