Page 10 of 17
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Tue Nov 04, 2014 5:07 pm
by petri
Regarding automap tiles in part 11, you could try using Map:setAutomapTile() to dynamically update the automap tile when the wall is destroyed.
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Tue Nov 04, 2014 6:24 pm
by The cube
There's two things that you didin't talk about in the alcove puzzles video, that are essential for alcove puzzles:
1. How to spawn items to the alcove / remove items from the alcove
2. How to correctly count the amount of, for example, rocks in the alcove, when some of them could be in a stack
I'm trying to do an alcove puzzle now, and would like to know how to do these two. Thanks!
Oh, and the new videos are awesome.
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Tue Nov 04, 2014 9:18 pm
by Dhomochevsky
Sorry for my english. I subscribed on your channel few days ago, absolutely amazing tutorials. For me this videos are really useful because i'm not the best doing mods and scripts
You do that videos easy and clear and probably i'm going to use some of your hints to make things on my future mods.
My idea was congratulate you for your job some days ago but i can't do until today because i'm too busy with different things. Thanks for all job you do

Re: Editor Tutorials on YouTube - part 12 is out
Posted: Wed Nov 05, 2014 12:43 am
by 5angel
Interesting. But is is posible to add a new item using the original model and sprite?
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Wed Nov 05, 2014 1:18 am
by 5angel
Okay. Quick researching actually helped me to get a grasp on how it's done. But still lot's of guessing, heh (:
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Wed Nov 05, 2014 1:30 am
by Skuggasveinn
you can do this
Code: Select all
defineObject{
name = "longersword",
baseObject = "long_sword",
components = {
{
class ="Item",
uiName = "Longersword",
description = "exactly like a longsword but just a tiny bit longer."
},
}
}
That will use the long_sword as a base, but when you define a class (in this case class="Item") you overwrite the whole class, so in the code above the item class is missing the weight, they gfxAtlas index and everything else in the Item Class, but it has the other classes intact.
So the guessing part is limited to the class your are overwriting.
Skuggasveinn.
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Wed Nov 05, 2014 5:05 am
by GoldenShadowGS
What is the purpose of the "v" ?
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Wed Nov 05, 2014 8:08 am
by cromcrom
Thankyou so much for the tuts. May I suggest some GraphicsContext tutorial ? That could be tremendously helpfull.
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Wed Nov 05, 2014 1:31 pm
by Skuggasveinn
GoldenShadowGS wrote:
What is the purpose of the "v" ?
in my head it just means for variable(v) counter(i) in alcove.
A more correct syntax would have been for _,i in alcove,
Taken from the Lua scripting guide
LUA scripting guide wrote:
The variable consisting of only an underscore "_" is commonly used as a placeholder when you want to ignore the variable
By all standards I'm still a complete freshman in Lua, never used it before modding LoG1, so I'm still learning myself, and do mistakes often
Skuggasveinn.
Re: Editor Tutorials on YouTube - part 12 is out
Posted: Wed Nov 05, 2014 5:25 pm
by GoldenShadowGS
I am learning as well. I think I figured out how to do a for loop
i is the variable
first 1 is the starting value of i
4 is the max value of i
the second 1 is the increment value.
so this for loop, it will print
1
2
3
4
If I change the increment value to 2. then my print will only show
1
3
I completely understand this so far.
So then I am looking at some Grimrock scripts examples and a lot of time, the increment value is left off. I assume the increment value defaults to 1 when it is missing.
Then I see your for loop with v,i and I am completely lost. it has no numbers or anything.