Legend of Grimrock 2

Legend of Grimrock 2

Legend of Grimrock 2 Custom Dungeons
This workshop is for user created mods and dungeons built with the Dungeon Editor included with the game.
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Using Force Field as a Stepping Stone?
Wanted my custom dungeon to have a secret area only accessible via some spell tomfoolery. Ideally to cast force field below (ex: height = -1) then walk across it (timely) to gain access to an alcove above (ex: height = 0). However, it seems the force field spell is more of a force bucket as objects fall through from above. Any chance of future patch?

Or a scripting solution perhaps?
I assume it would be possible to spawn/enable an invisible platform or magic bridge above the force field using the spell as a trigger?
最后由 Aeroplankton Enthusiast 编辑于; 2015 年 10 月 8 日 上午 6:57
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Auparo 2015 年 10 月 18 日 下午 2:42 
Could you do one of those things that takes spells in on walls? Maybe have the player shoot a spell into that wall to activate the magical platforms?
Aeroplankton Enthusiast 2015 年 10 月 20 日 上午 11:41 
It seems "force_field" is classified as an obstacle (likely spawned by a spell of unknown id). Also, receptors appear to require projectile spells to trigger? and I'd like this to be a constant effect. Thus far, I've attempted to add the following to \mod_assets\scripts\init.lua, to no avail:

onCastSpell = function(self, champion, spellName) if spellName == "force_field" then local spell = findEntity(spellName) local posX, posY, posE, posL = spell.getPosition() local dur = spell.getDuration() spawn("invisible_platform", posL, posX, posY, 0, posE, "sstone") sstone.destroyDelayed(dur) return false end end

I assume this is due to "force_field" not being a spell and/or my own ineptitude.
最后由 Aeroplankton Enthusiast 编辑于; 2015 年 10 月 20 日 上午 11:59
PhamTrinli 2016 年 3 月 18 日 下午 12:05 
what is spell.getPosition() returning? I don't think you can do a multi var assign to a single method return (unless you want all the variables to contain the exact same thing)
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