Some Scripting Questions
- welchdrew
- Posts: 15
- Joined: Thu Sep 27, 2012 3:20 am
- Location: Home of the Yoopers, Michigan's Upper Peninsula
Some Scripting Questions
Okay here are some questions.
1.The Item on an Alcove Puzzle on a Door.
So I read through the "How to Script the Item on an Alcove Puzzle". But I still question how to make it work with doors? It didnt really explain that. Or I didnt see it.I saw it explaing it making a sound, and deactivating teleporters, thats all. It would be nice if I got some help for that.
(In my case, I want the player to set a Cave Nettle on an Alcove to Open a door to a Vault with a few items in it.)
2. Solo Challenge.
One thing I liked in Legend of Grimrock, is when you returned Toorum's Remains to a crystal. You activated "Toorum Solo Mode" Id like to know if that would be possible with a custom dungeon, but with a different character instead of Toorum.
1.The Item on an Alcove Puzzle on a Door.
So I read through the "How to Script the Item on an Alcove Puzzle". But I still question how to make it work with doors? It didnt really explain that. Or I didnt see it.I saw it explaing it making a sound, and deactivating teleporters, thats all. It would be nice if I got some help for that.
(In my case, I want the player to set a Cave Nettle on an Alcove to Open a door to a Vault with a few items in it.)
2. Solo Challenge.
One thing I liked in Legend of Grimrock, is when you returned Toorum's Remains to a crystal. You activated "Toorum Solo Mode" Id like to know if that would be possible with a custom dungeon, but with a different character instead of Toorum.
Re: Some Scripting Questions
How to check which item is in alcove?
explains how to open doors with this quite extensively
[Script] SetDefaultParty (SDP) talks a lot about the default party, also
Remove (disable) a random character from the party should have some clues to do what you want
explains how to open doors with this quite extensively
[Script] SetDefaultParty (SDP) talks a lot about the default party, also
Remove (disable) a random character from the party should have some clues to do what you want
Finished Dungeons - complete mods to play
- welchdrew
- Posts: 15
- Joined: Thu Sep 27, 2012 3:20 am
- Location: Home of the Yoopers, Michigan's Upper Peninsula
Re: Some Scripting Questions
What about editing the Cube thing's dialouge?(And maybe making it not end the game if the player somehow manages to kill it.)
In my map I have an idea, on a few floors, an unkillable guardian will attempt to kill the player, there will be areas of the dungeon it cannot reach.(Safe Areas). Id like to make it so the cube has different dialouge and cannot enter certain areas of the floor.
In my map I have an idea, on a few floors, an unkillable guardian will attempt to kill the player, there will be areas of the dungeon it cannot reach.(Safe Areas). Id like to make it so the cube has different dialouge and cannot enter certain areas of the floor.
Re: Some Scripting Questions
That is a nice idea you got therewelchdrew wrote:an unkillable guardian will attempt to kill the player, there will be areas of the dungeon it cannot reach.(Safe Areas). Id like to make it so the cube has different dialouge and cannot enter certain areas of the floor.
As for limiting the movement "reach" I'd go with hidden teleporters or hidden pressure plates which can be activated by monsters only. Those specific tiles would be placed in each of the hallways leading out of your area and would teleport the monster back to the center of the room.
I know it might be just a workaround but it should work (in a way)
Blichew
- Shloogorgh
- Posts: 45
- Joined: Sat Sep 22, 2012 12:24 am
Re: Some Scripting Questions
the blocker object prevents enemies from going through certain squares, but it would prevent all enemies and not just the cube
Re: Some Scripting Questions
I'd still go with my idea of teleporters/pressure plates - just check if entity name is cube and if it is - send it back to the room.
- welchdrew
- Posts: 15
- Joined: Thu Sep 27, 2012 3:20 am
- Location: Home of the Yoopers, Michigan's Upper Peninsula
Re: Some Scripting Questions
So is changing the Cube thing's Dialouge not possible? If not that sucks then.
Re: Some Scripting Questions
The cube was a special case in many regards in the original game so it contains massive amounts of things that are hardcoded (eg. controlled by code in the game engine as opposed to script). Concerning modding, it's likely that it will never be as versatile as the normal monsters are.welchdrew wrote:So is changing the Cube thing's Dialouge not possible? If not that sucks then.
Steven Seagal of gaming industry
- welchdrew
- Posts: 15
- Joined: Thu Sep 27, 2012 3:20 am
- Location: Home of the Yoopers, Michigan's Upper Peninsula
Re: Some Scripting Questions
I guess that means I cant just disable the dialouge altogether. Darn.antti wrote:The cube was a special case in many regards in the original game so it contains massive amounts of things that are hardcoded (eg. controlled by code in the game engine as opposed to script). Concerning modding, it's likely that it will never be as versatile as the normal monsters are.welchdrew wrote:So is changing the Cube thing's Dialouge not possible? If not that sucks then.
In parts of my dungeon I want the giant cube to be a threat, but at the same time I just want it to shut up!(It talks too much lol.)
Re: Some Scripting Questions
the cube also appears to ignore blockers (or it did, I haven't tried again in 11)
Edit:- Still ignores blockers in 1.2.11 too - Not that big a deal though.
Edit:- Still ignores blockers in 1.2.11 too - Not that big a deal though.
