Ask a simple question, get a simple answer

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ColdDeadStone
Posts: 24
Joined: Sat Nov 26, 2016 12:12 pm

Re: Ask a simple question, get a simple answer

Post by ColdDeadStone »

Hi there! I have a question (again). Its pretty simple but did not find a answer yet.

If i throw or drop an item thru a pit, why does it take so long before it hits the floor on the other level? Monsters falling much faster and the party too.

I tried to change the floor height (which is working) but than again the party don't "fall" down the pit cause they get stuck on the "landing" ...

How you guys create "droping an item thru a pit and trigger a pressure plate" with a more "instant" result? :?: Both Floors on Height 0 at least takes a long time.

Okay thank you for reading! Have a Good Day!
Sorry for my poor english... hope you understand what i try to say! :)
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Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: Ask a simple question, get a simple answer

Post by Isaac »

Time processing is slowed on the levels adjacent to the party. Falling items are also probably a low priority. Have you tried placing your floor_trigger on the pit, set to trigger upon release?

If that triggers too fast, you can connect the trigger to a timer; set disabled, and set to disable itself on activation. The floor_trigger would then trigger the timer, and the timer would trigger your action after the preset delay.

(You can still have a pressure plate on the level below the pit; and the dropped item will be on it.)
ColdDeadStone
Posts: 24
Joined: Sat Nov 26, 2016 12:12 pm

Re: Ask a simple question, get a simple answer

Post by ColdDeadStone »

Thanks for answering! :) I'm not sure if i understand you right: You suggest to put a floor_trigger onto the pit? To do what? Maybe i wrote it wrong.

The item needs to drop down the pit and lie on a dungeon_pressure_plate (the floor trigger which isnt hidden).

If i put a floor_trigger onto the pit and do something like "for e in self.go.map:entitiesAt(x, y)" or using a teleporter you dont get the "falling" animation of the item. Putting the floor_trigger with -1 height would work maybe but the item just fly thru it and dont trigger.

Putting a platform there could work but then the party cant drop down. With a second floor_trigger on the pit on height 0 which only triggers by party and disable the platform could again work but: is there no simple way?

Raising the room with the pressure_plate to 5 works for the items but not for the party... Hmm...

Edit: okay, thanks for your additional text, your new text makes sense to me and could work good! A floor_trigger connected to a script with "delayedCall(self.go.id, 1, "whatever")" would give me a faster result and the animation of the item that falling down... the dungeon_pressure_plate of course is just a dummy or just have a "onDeactivate" trigger ... thats pretty good, thanks for the idea!
Sorry for my poor english... hope you understand what i try to say! :)
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Xardas
Posts: 83
Joined: Fri Jul 28, 2017 12:30 am

Re: Ask a simple question, get a simple answer

Post by Xardas »

Hey guys,
I`m trying to remove a connector from a spell receptor. Can´t figure out why this won´t work:

Code: Select all

receptor_ruins_1:removeConnector(receptor_ruins_1:getConnector(1))
Can anyone explain to me how it would work?
In order to get to the other side of the pit you have to get hit by the fireball and die....
Yep.....moving on!
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Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: Ask a simple question, get a simple answer

Post by Isaac »

Xardas wrote:Hey guys,
I`m trying to remove a connector from a spell receptor. Can´t figure out why this won´t work:

Code: Select all

receptor_ruins_1:removeConnector(receptor_ruins_1:getConnector(1))
Can anyone explain to me how it would work?
It's the component nature of the objects in LoG2; it's different than it was in LoG1.

You have to reference the connected component within the object.

Code: Select all

receptor_ruins_1.walltrigger:removeConnector(self.go.walltrigger:getConnector(1))
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Xardas
Posts: 83
Joined: Fri Jul 28, 2017 12:30 am

Re: Ask a simple question, get a simple answer

Post by Xardas »

Oh.... i tried it that way too. I think i wrote "WallTrigger". :lol:
Damn you capital letters!
Thanks for the help!
In order to get to the other side of the pit you have to get hit by the fireball and die....
Yep.....moving on!
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Isaac
Posts: 3188
Joined: Fri Mar 02, 2012 10:02 pm

Re: Ask a simple question, get a simple answer

Post by Isaac »

Xardas wrote:Oh.... i tried it that way too. I think i wrote "WallTrigger". :lol:
Damn you capital letters!
Thanks for the help!
That's a definite 'gotcha' in the engine. Most (if not all?) multi-word component names are all lowercase, and without underscores.
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Xardas
Posts: 83
Joined: Fri Jul 28, 2017 12:30 am

Re: Ask a simple question, get a simple answer

Post by Xardas »

Hey guys,
i´m having a really strange issue with some base decorations. Any kind of grass or seaweed object i place, is just invisible for me, when i´m testing the Areas i placed the Icons. It´s like these objects aren´t even there. I looked at the definitions of some of the objects and they seem to be fine. They should be fine at least, since i never changed a thing there. Hope anyone can help me, cause outdoor Areas without grass and lakes without seaweed decoration just look strange.
In order to get to the other side of the pit you have to get hit by the fireball and die....
Yep.....moving on!
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Ask a simple question, get a simple answer

Post by minmay »

If your Rendering Quality is set to Low, lod0_mesh nodes will always be fully dissolved regardless of distance, so objects like grass will be completely invisible. Try changing your rendering quality to High.
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I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Xardas
Posts: 83
Joined: Fri Jul 28, 2017 12:30 am

Re: Ask a simple question, get a simple answer

Post by Xardas »

Thank you minmay. I totally forgot that i have put my rendering quality to low for a mod i have played recently. It works perfectly now. :D
In order to get to the other side of the pit you have to get hit by the fireball and die....
Yep.....moving on!
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