MultiAlcoveManager
Re: MultiAlcoveManager
You can take the stuff and you can put it back. Concerning the weapon-only-racks there is the restriction that some weapon just fit on certain places.
Re: MultiAlcoveManager
Normal situation is free manipulation with items like another alcove object. But is possible to set variable with script in object ( canRemove = false) for disabling to take item from rack.TheStoryteller01 wrote:This looks amazing.
Is it actually possible to take stuff from the racks or is this just for the looks?
That means you may have some rack as decoration and some as standard alcove.
This correctly working in last version - v1.1
Yes this positions of object in rack is stricly defined for each item( group of items if they have simmilar root position and type ) separately. But this system is open and it is possible to add new positions for custom items if it need.THOM wrote:You can take the stuff and you can put it back. Concerning the weapon-only-racks there is the restriction that some weapon just fit on certain places.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
Re: MultiAlcoveManager
I published version 1.5 of this mod.
There is massive bugfix for savevariables.
there is added short documentation
When you use older version of MAM is it neccessary to remove old rack from dung and put new ones after reloading dung with new scrips.
There is massive bugfix for savevariables.
there is added short documentation
When you use older version of MAM is it neccessary to remove old rack from dung and put new ones after reloading dung with new scrips.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: MultiAlcoveManager
Hi AdrTru,AdrTru wrote:I published version 1.5 of this mod....
I use several multialcoves manager in my mod. Each time, the same issue occurs: when I have one elevation above or under the racks, party can't move if in front of the rack in the dir of the rack... I think perhaps it's because of this part of code:
SpoilerShow
Code: Select all
function onMoveThru(dir)
local dx, dy = getForward(dir)
local tile = party.map:entitiesAt(party.x, party.y)
for ent in tile do
if ent.mamdata ~= nil and ent.mamdata.getCanMoveThru() ~= nil and MAM_Racks[ent.id] ~= nil then
local canMoveThru = MAM_Racks[ent.id].canMoveThru or MAM_onMoveThru or false
if (canMoveThru == false) and (ent.facing == dir) then return false end
end
end
local tile = party.map:entitiesAt(party.x + dx, party.y + dy)
for ent in tile do
if ent.mamdata ~= nil and MAM_Racks[ent.id] ~= nil then
if (MAM_Racks[ent.id].canMoveThru == false) and (ent.facing == (dir + 2) % 4) then return false end
end
end
return true
end
... but rather to attempt to change it by myself, what do you suggest (except to don't use it in multielevations map

Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: MultiAlcoveManager
Oki, thank you for report.
There is changed function for respected Elevation.
But for OOR3 project I changed MAM like Pedestal ( there isnt need this function )
I will create new mod version for nexus site asap.
There is changed function for respected Elevation.
SpoilerShow
Code: Select all
function onMoveThru(dir)
local dx, dy = getForward(dir)
local tile = party.map:entitiesAt(party.x, party.y)
for ent in tile do
if ent.mamdata ~= nil and ent.mamdata.getCanMoveThru() ~= nil and MAM_Racks[ent.id] ~= nil then
local canMoveThru = MAM_Racks[ent.id].canMoveThru or MAM_onMoveThru or false
if (canMoveThru == false) and (ent.facing == dir) and (ent:getElevation() == party:getElevation()) then return false end
end
end
local tile = party.map:entitiesAt(party.x + dx, party.y + dy)
for ent in tile do
if ent.mamdata ~= nil and MAM_Racks[ent.id] ~= nil then
if (MAM_Racks[ent.id].canMoveThru == false) and (ent.facing == (dir + 2) % 4) and (ent:getElevation() == party:getElevation()) then return false end
end
end
return true
end
I will create new mod version for nexus site asap.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: MultiAlcoveManager
Thanks a lot! I have tested it just now and it works fine. I don't use your asset in ORR3, only in the mod I am working on.AdrTru wrote:Oki, thank you for report.
There is changed function for respected Elevation.But for OOR3 project I changed MAM like Pedestal ( there isnt need this function )SpoilerShowCode: Select all
function onMoveThru(dir) local dx, dy = getForward(dir) local tile = party.map:entitiesAt(party.x, party.y) for ent in tile do if ent.mamdata ~= nil and ent.mamdata.getCanMoveThru() ~= nil and MAM_Racks[ent.id] ~= nil then local canMoveThru = MAM_Racks[ent.id].canMoveThru or MAM_onMoveThru or false if (canMoveThru == false) and (ent.facing == dir) and (ent:getElevation() == party:getElevation()) then return false end end end local tile = party.map:entitiesAt(party.x + dx, party.y + dy) for ent in tile do if ent.mamdata ~= nil and MAM_Racks[ent.id] ~= nil then if (MAM_Racks[ent.id].canMoveThru == false) and (ent.facing == (dir + 2) % 4) and (ent:getElevation() == party:getElevation()) then return false end end end return true end
I will create new mod version for nexus site asap.
Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: MultiAlcoveManager
In Nexus is new version MAM.
- mod now worked without need fw hook.
- keep compatibility with object in dung ( read readme.txt for instalation )
- add hook for hanging shields on wall
- racks are redefined lke pedestal for manipulating items from both sides
- fix for bug on moving thru rack in different elevations ( as pedestal )
- mod now worked without need fw hook.
- keep compatibility with object in dung ( read readme.txt for instalation )
- add hook for hanging shields on wall
- racks are redefined lke pedestal for manipulating items from both sides
- fix for bug on moving thru rack in different elevations ( as pedestal )
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: MultiAlcoveManager
Hi AdrTru,AdrTru wrote:In Nexus is new version MAM.
- mod now worked without need fw hook.
- keep compatibility with object in dung ( read readme.txt for instalation )
- add hook for hanging shields on wall
- racks are redefined lke pedestal for manipulating items from both sides
- fix for bug on moving thru rack in different elevations ( as pedestal )
I tried to install the new version, but some issue happens: armours and weapons don't take theirs positions on the racks (except on the ledge) even on new racks. I have suppressed the script "mam" in the dungeon, following the "readme" but perhaps it's necessary to recreate it? For the moment I reinstall the precedent version ...
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: MultiAlcoveManager
Hi,
unfortunately I am dont able to simulate this situation.
This qiuck update worked for near last versions. If you have older version, this replacing is little difficult.
unfortunately I am dont able to simulate this situation.
This qiuck update worked for near last versions. If you have older version, this replacing is little difficult.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
MultiAlcoveManager, Toolbox, Graphic text,