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Messages - marmot

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Hammerwatch Discussion / Re: Patch Notes for 1.23 (July 2014)
« on: July 09, 2014, 11:28:05 AM »
Yeah, read that :)
Was just  being slightly impatient, but it's up now.
Thanks for the update!

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Hammerwatch Discussion / Re: Patch Notes for 1.23 (July 2014)
« on: July 04, 2014, 09:30:57 AM »
Where's the GOG? ;D

This update shouldn't break custom maps right?
Nice changelog by the way :)

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Editor Discussion / Re: Interaction with SpawnObject
« on: May 28, 2014, 09:39:48 AM »
Thanks for the tip, it works fine ;D

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Editor Discussion / Re: AllPlayersArea trigger message
« on: May 27, 2014, 12:56:20 PM »
If you use the resources extractor you can examine the doodads xml files and see what states they can have for any original game assets.
Thanks :)

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Editor Discussion / Interaction with SpawnObject
« on: May 27, 2014, 12:55:58 PM »
I'd like to know if there's a way to interact with a doodad spawned with the SpawnObject trigger.

At the moment, I'm looking at making a flickering torch that activates itself with AreaTrigger, using mainly HideObject.
It works fine, but I still have to put an activated torch and I can't think of another way than hiding it at the start of the level.
I'd find it more convenient to spawn it directly within the AreaTrigger sequence and interact with it this way.

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Editor Discussion / Re: AllPlayersArea trigger message
« on: May 25, 2014, 03:34:35 PM »
If you just put in a single "space" there?
Not sure I understand what you mean...

Can you just include a ToggleElement script to turn the area off after it has triggered the maximum number of times?
This did the trick, thanks!

A bit off-topic, but is there a place I can find all the states the doodads can take?

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Editor Discussion / AllPlayersArea trigger message
« on: May 25, 2014, 09:11:51 AM »
Hi there!

Was wondering if there was a way to prevent AllPlayersArea from displaying its associated message more than the times the trigger can be activated?

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