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Messages - Flemse

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31
Editor Discussion / Re: Custom vendors
« on: January 10, 2016, 08:29:55 PM »
We figured it out! :) Thank you a lot for all your help.

32
Editor Discussion / Re: Custom vendors
« on: December 29, 2015, 01:15:29 AM »
Sadly, it doesn't work. It works just fine when I set it to set, the vendor gets restocked and I can buy the item again, but the player loses all upgrades. And when I set it to either Remove or Add the item does not get restocked, but the player keeps the upgrades. :(

33
Editor Discussion / Re: Custom vendors
« on: December 28, 2015, 04:56:59 PM »
Hello again :) testing this I found out it seems to reset all player skills. Changing it to add or remove doesn't work(don't fully understand the ChangeUpgrade element). Any way to do it without this unfortunate side effect?

34
Editor Discussion / Re: Custom vendors
« on: November 21, 2015, 10:56:19 AM »
Works like a charm, thank you :)

35
Editor Discussion / Re: Custom vendors
« on: November 20, 2015, 09:45:51 PM »
Hello again, I'm having trouble making an item you can buy over and over, like for example the extra lives. When I buy the item it just dissapears from the vendor.

Any idea how to make the item appear so you can buy it again?

36
Editor Discussion / Re: Choose a spawn object location
« on: October 26, 2015, 07:03:55 PM »
Ah, of course, like the golden ticks. Very nice.

37
Editor Discussion / Re: Choose a spawn object location
« on: October 23, 2015, 08:42:00 PM »
No, not to my knowledge.

"The global event is for a boss right?"

It's for global evets of all kinds. You can create your own flags for this as well, you don't have to use the standard events.

38
Editor Discussion / Re: Choose a spawn object location
« on: October 23, 2015, 12:41:28 PM »
Ok, if you need to make him do something when it is hit, you can use the objectevent trigger set to hit. If you need to do it when it reaches a certain amount of health instead, you can use globalevent trigger.

39
Editor Discussion / Re: Choose a spawn object location
« on: October 23, 2015, 03:35:35 AM »
You can do that with a global event trigger set to trigger when the boss dies, but if you need to create a drop, I think you should add it to the bosses drop list in the xml with a 1000 setting, making it drop 100%. I might be able to explain it a little bit better if you need it.

On second thought, you can't do that with the global trigger. You should add the item to the drop list in the xml of the boss.

40
Editor Discussion / Re: Make spawned monster follow path
« on: October 17, 2015, 07:27:07 AM »
Ah, that was nice and easy. Thanks again.

41
Editor Discussion / Make spawned monster follow path
« on: October 16, 2015, 03:35:55 PM »
I can see in the defense map, that you can somehow link the spawn object script to the actor node of the moveAI script, but I can only make it attach to an actor. Does anyone know how to attach the spawn object script instead of an actor?

42
Editor Discussion / Re: Custom vendors
« on: October 13, 2015, 01:32:03 PM »
I already tried that and it didn't work. Doesn't matter, I'll just change it in the xml. Thanks for your help.

43
Editor Discussion / Re: Custom vendors
« on: October 09, 2015, 10:04:46 AM »
Oh my, you are exactly right(except that I needed to set a global flag, not spawn the object), and I had already done it ... but I did not copy it to my campaign folder, I was editing in the assets folder! What a dumb mistake. It works now, thanks for your help.

Short side question you might be able to answer. I made an entry into the english.xml for name and description of the item:

<string name="flower-uname">Flower</string>
<string name="flower-udesc">A faul smelling flower</string>

But the name just show up in-game as flower-uname and description as flower-udesc. And i remembered to edit the right place this time :) It's not a big issue, I could just change it in the shared.xml file, but if you have any idea what I'm doing wrong here, I'd be nice to fix.

44
Editor Discussion / Custom vendors
« on: October 05, 2015, 08:49:14 PM »
I'm having some trouble creating a custom vendor. I'm trying to create a vendor that only holds one custom item, which should enable a flag on the item I have made. I've already made it as a pickup, and the GUI works as intended, but I can't figure out how to put it in a vendor.

Any help is much appreciated.

45
Editor Discussion / Re: Water-Wall Transitions
« on: August 11, 2015, 07:42:07 AM »
No, only add map at the end of the shortcut. Like this ... Hammerwatch\editor\ResourceExtractor.exe" map

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