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 Tips on modding for new build? 
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Joined: Fri Mar 02, 2007 4:42 am
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Location: Pirate Ind. newly established HQ on Goffre Prime
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Post Tips on modding for new build?
So as some may know I have returned from my extremely long hiatus and find that I am now 4 builds behind on modding. Basically I just wanted to know if there are any drastic changes that I should note while modding for Build 18 just so save me the trial and error process of figuring out anything new. I'm NOT looking for tips on HOW to mod, I can already do that. I just need to know if there have been any changes since Build 14 as I have found that my mods no longer work on the new build.

I predict that all I really need to know is if there have been any drastic changes to the scripting code of actors and such. That's about it...

On a side note I would just like to announce that I am the original creator of the Hunter Killer and Egg Trooper mods just in case somebody was wondering and yes I will be resuming my reign over Pirate Ind. and all our delicious products.


Fri Nov 23, 2007 12:21 am
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Joined: Fri Dec 29, 2006 7:42 pm
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Post Re: Tips on modding for new build?
Glows.

Other than that, I don't know.


Fri Nov 23, 2007 12:24 am
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Joined: Tue Dec 26, 2006 9:35 am
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Post Re: Tips on modding for new build?
Materials have been changed, and some instance names for gibs have been changed. I might be forgetting some other stuff though.


Fri Nov 23, 2007 12:44 am
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Joined: Thu Apr 19, 2007 9:07 pm
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Post Re: Tips on modding for new build?
You can't make duel-wield weapons any more. And there's a variable thats stops swords from cutting the clone using it.


Fri Nov 23, 2007 1:07 am
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Post Re: Tips on modding for new build?
NO DUAL WIELDING???

But dual wielding is like the heart and soul of Pirate Industries...

Fine well, if that's all there is to know then i'll get right back on the modding train.


Fri Nov 23, 2007 1:38 am
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Post Re: Tips on modding for new build?
Ignore RAN_DOM, he's doing it wrong.

There is a way to successfully dual wield, but don't ask me.

Uhh, let's see.

Changes...

As Breened said, some gib filenames have been changed.

Ah, most materials are the same, but capitalized. Eg: Bullet metal has become Bullet Metal.

As TrouserDemon said, glows.

There are two methods of accomplishing glows.
One is with the RGB trailcolor; this is hardcoded and only works for 3 colors.
The other is with ScreenEffects, a code that takes any 24-bit bitmap and applies it as a glow, but, a caveat, all glows face one direction. They do not rotate with their parent object.

Gibs have offsets now, look in Base.rte/Devices/Shields/Shields.ini for more info on that.

Uhh, the Status variable is now known. Default is 0, means no changes. 3, 4, 5, and 6 all appear to make the actor/craft dead on arrival, while 1 and 2 switch the AI modes.

As you saw, Blipflip made the homing missile. Fired actor, has a gun that pulls it forward.

Ahhh...

You can gib AEmitters, useful effect.

Gibbed actors now follow AI; but still aren't controllable.


Fri Nov 23, 2007 3:30 am
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Post Re: Tips on modding for new build?
now if there not saved in the CC pallet they will mess up your game


Fri Nov 23, 2007 3:35 am
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Post Re: Tips on modding for new build?
gtaiiilc wrote:
now if there not saved in the CC pallet they will mess up your game


Sprites, yes, but Ropeface is not so much of a noob to have not known that.

Oh, yes, glow screeneffect sprites do NOT have to be paletted.


Fri Nov 23, 2007 3:37 am
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Post Re: Tips on modding for new build?
Grif wrote:
gtaiiilc wrote:
now if there not saved in the CC pallet they will mess up your game


Sprites, yes, but Ropeface is not so much of a noob to have not known that.

Oh, yes, glow screeneffect sprites do NOT have to be paletted.

yes but you use to be able to get away with 256 bit sprites like the imp in MrEvilPoni's demon pack. and here are the glow colors.


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Fri Nov 23, 2007 3:39 am
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Data Realms Elite
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Post Re: Tips on modding for new build?
TWO THINGS
BUNKER EDITOR!!!

AND

Code:
AddToGroup = [insert name of group]


Fri Nov 23, 2007 5:03 am
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Post Re: Tips on modding for new build?
I need to know the effects of the StructuralIntegrity value. I notice that the basic robot has around 60. How does Structural Integrity affect Materials? I don't ever remember this value before.


Sat Nov 24, 2007 10:47 pm
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Post Re: Tips on modding for new build?
SI determains how much a bullet pirces on object, high enough SI and bullets will bounce off, low enough and bullets will go right through him(yes they will still damage him)


Sat Nov 24, 2007 10:50 pm
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Post Re: Tips on modding for new build?
ropeface wrote:
I need to know the effects of the StructuralIntegrity value. I notice that the basic robot has around 60. How does Structural Integrity affect Materials? I don't ever remember this value before.


It replaced Strength, basically.
Then GibImpulseLimitPerVolumeL and GibWoundLimitPerVolumeL control how easy it is to dislodge the material.

So StructuralIntegrity controls how easily bullets pierce it; GibWoundLimit and GibImpulseLimit control how easily a bullet or MO can dislodge it.


Sat Nov 24, 2007 10:56 pm
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Post Re: Tips on modding for new build?
Ah, hmmm, that seems a bit redundant. But it's no big deal then, I would imagine it's value affects the material to the same extent as strength then?


Sat Nov 24, 2007 11:06 pm
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Post Re: Tips on modding for new build?
Basically.

Together the three values basically work the same as Strength did, just more customizable.


Sat Nov 24, 2007 11:10 pm
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