Scripting help

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Post Reply
Emera Nova
Posts: 146
Joined: Wed Jun 11, 2014 1:31 am

Scripting help

Post by Emera Nova »

I'm looking for a script that would delete an object like a torch on the wall or a fake floor or a bridge. Stuff like that.

I'd also like to know if there is a script ot make it so the party would rotate around in place a fixed amount of times to basically disorientate the person playing
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: Scripting help

Post by bongobeat »

this is for destroying an object, you can activate it, by connecting a trigger plate to the script:
just replace my_object by the name of the object you want to destroy: e.g. forest_bridge_1
SpoilerShow

Code: Select all

function destroyObject()
	if findEntity("my_object") ~= nil then
	my_object:destroy()
	end
end
to destroy a torch:
you can destroy the torch_holder, and respawn a new torch_holder on the same place, without torch.

for the rotate thing I don't know: but I think the teleporter can simulate it by using the spin option.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Post Reply