Search found 317 matches
- Fri Mar 05, 2021 2:01 pm
- Forum: IceBlink Engine
- Topic: Props and Script parameters
- Replies: 6
- Views: 8516
Re: Props and Script parameters
Right, I was thinking of the box below ACTIONS in the conversation editor as shown below. There is no instructions for parameters in the trigger event box. It seems the only place to see what parameters are required and what you need to put in them is only visible when attaching a script to a conver...
- Thu Mar 04, 2021 8:11 pm
- Forum: IceBlink Engine
- Topic: Props and Script parameters
- Replies: 6
- Views: 8516
Re: Props and Script parameters
Hi Pongo, I made a beacon go from unlit to lit by using the script osSetPropLocation.cs to replace the unlit beacon prop with a lit beacon prop. I had to first "store" the lit beacon on the map where the player could not see it, to be able to be called by the script when triggered. The set...
- Thu Mar 04, 2021 4:06 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 337
- Views: 182071
Re: Slowdive's Little Daily Blog
The transition wizard seems like it can be pretty handy.I know when you have a lot of transitions, placing them can get tedious. Good suggestion.
- Fri Feb 19, 2021 8:37 pm
- Forum: IceBlink Modules
- Topic: Raventhal
- Replies: 4
- Views: 7884
Re: Raventhal
cartons, I meant to suggest you should also definitely take a look at Pongo's "The Eldarin Stone". It is a great dungeon crawl and makes use of a rations system, which also will keep players aware of their resources.
- Wed Feb 17, 2021 3:07 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 296
- Views: 158299
Re: Hearkenwold
First, thank you very much for playing the module. Skardale does end on a To Be Continued cliffhanger, with the situation unresolved. One of the last dialogues with Corwyn Khas back at the castle should mention speaking to Sly, which is a nudge to look into the guild quests. Of course, these can be ...
- Fri Feb 12, 2021 9:19 pm
- Forum: IceBlink Toolset
- Topic: Graphic Assets for Builders
- Replies: 8
- Views: 9968
Re: Graphic Assets for Builders
Wow, that looks amazing! 3,000 assets will be a nice catalogue for builders. Thanks for the post, Pongo.
- Thu Feb 04, 2021 11:20 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 296
- Views: 158299
Re: Hearkenwold
Thank you very much for hunting down this bug! I found the error. Indeed, when returning to the Viceroy, it only checks for Havan = 1. So after speaking to Havan at the tavern, it would then trigger the initial converation again. Problem is, the conversation at the tavern, I flagged to show only onc...
- Wed Feb 03, 2021 11:33 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 296
- Views: 158299
Re: Hearkenwold
Hey cartons, I am looking in the toolset right now. After the conversation in the tavern with the nobleman, it should set the global int Havan = 2 The response that sets the int value is: "Then we will regroup with you there. Fare well. When you go to the court house, after seeing the narrative...
- Wed Feb 03, 2021 8:00 pm
- Forum: General IceBlink Project Discussions
- Topic: Interested in contributing
- Replies: 20
- Views: 21633
Re: Interested in contributing
hotmustard, what you described is true of the default AI behavior. However, Karl added some AI settings to the PC build if IceBlink that allowed the AI for a creature to be modified as a BloodHunter (go after character with lowest hit point) or MindHunter (target character with highest spell points)...
- Wed Feb 03, 2021 3:03 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 296
- Views: 158299
Re: Hearkenwold
We have a trait for Trip in the Iceblink PC version. I do not think there is a disarm. These are a pain in KotC because every time a character stands up or rearms, they provoke an attack of opportunity.