Legend of grimrock 2 rope1/17/2024 ![]() ![]() ![]() When you talk to Basil again, he'll give you the quest "Black Magic." He'll hand you aīlack Magic Doll and ask you to deliver it to the bandits in the Old Smuggler's Cave to the east (#3). Returning the rope to Basil will net you a pretty good reward: gold, experience, and 2 points of reputation with the Necromancers. There isn't any fighting involved in these quests you'll just need to make your way to Gallows Hill and pick up the rope, which should simply be lying on the ground. If you agree to this request, then you'll receive two quests: "The Hangman's Rope" (to fetch the rope) and "Gallows Hill" (to find Gallows Hill). Hangman's Rope for him from Gallows Hill (#2) - with no questions asked. The first time you meet him, Basil will ask you to retrieve a You'll trigger this series of quests when you approach Basil Tylar at his cottage east of This page includes information for the quests "The Hangman's Rope," "Gallows Hill," "Black Magic," and "More Rope." I have thought about disabling the keyboard and mouse until the climb is finished but I really don't know how.Did we miss anything in this section? Is there something we didn't discover? (I thought, from reading the reference that disabling a component would be the same as if the component didn't exist.) Why then can't I just disable the pit for the duration of the climb. I have tried to disable the pit component but the party will still fall through it. I have tried to disable the champions but they can still move and will still fall. And sure enough, the party can fall into the pit while climbing and for some reason will end up in no-mans-land and stuck. I mention this because after reading it I decided to try and move the party while climbing up or down with the rope routine. You mentioned that his code was not good because: what if the party casts a spell or tries to move or something while moving along with the moving platform, then it would crash. I was reading a post of yours to someone else about a platform to move the party. I am now able to send the party to the correct level without the use of level markers.īut, disappointed to say, I have come across another issue. Note that although all the classes and objects listed in the scripting reference are tables, they still cannot be serialized, because they have metatables. All components (Part圜omponent, MonsterComponent, StonePhilosopherControllerComponent, etc.) are subclasses of Component, so they have all the fields specified in the Component entry in the scripting reference. Go is a property on every Component that points to the GameObject it belongs to. Whenever someone says "entity" when talking about Grimrock 2, they actually mean "GameObject". Map is still a table, the dot operator still works, but it doesn't have a 'level' field. Map:getAdjacentLevel() returns another Map object. Name, id, x, y, elevation, facing, level, map are properties that are on every GameObject. Grimrock 2 adds two additional types available to users: vec (used for 3- and 4- dimensional vectors, like offsets, world position, light colours, etc.) and mat (used by GameObject:getWorldRotation() and GameObject:setWorldRotation()).Įvery class listed at the top of the scripting reference is actually a table, that's why you access all their properties and methods with the dot operator. In Grimrock, you don't care about thread or userdata. In Lua, by default, there are eight types: nil, boolean, number, string, function, userdata, thread, and table. * Looking at the above example, once 'lvl' has been set to the level, how do you go about obtaining the index that that level would have in the dungeon editor's level list? This information would be of great assistance to me for my rope routine. Why does the dot operator not work with this entity? Yet a statement like 'print(lvl.level)' only prints nil. etc.') Now the Scripting Reference gives a list of dot operators which are supposed to work on all entities. (After all if you try to print it, the output prints 'Table etc. For example: Something like 'lvl = (0,0,-1)', would set 'lvl' to a level entity. So from all this I thought it was safe to assume that a level was also an entity. I know that if you try to print an entity it prints 'Table etc. * I thought (from reading the Scripting Reference) that everything in the game was and entity, some being simple like a rock or something and some being more complex like the party. I wonder if you could clear a few more things up for me. ![]()
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