Data Realms Fan Forums http://45.55.195.193/ |
|
3 questions http://45.55.195.193/viewtopic.php?f=73&t=19047 |
Page 1 of 2 |
Author: | Awesomeness [ Mon Jun 21, 2010 1:13 am ] |
Post subject: | 3 questions |
Okay, I am almost done with my radio mod. It doesn't do anything when I click. No bullets, no flash, no shells, no crapping out magazines now that it has infinite ammo, etc. Now I have only three problems left. Then I'm done! 1. So, I put in this in my .ini file: Code: ... AddAmmo = Round [line 53] ScriptPath = Epic.rte/Lua/pwn.lua ... What pwn.lua does (I've tested it) is drop a rocket aiming down at high speed at every enemy on the field. So what my radio should do is pwn everyone with rockets when you use it. However, the loading screen crashes and tells me it has an error at line 53. It said something about being unable to match something. I'm too impatient to load it again, (because for some reason mods load after everything else and it takes forever to bugfix) so I won't find out what it really says for you unless you really need it. EDIT: I did it again because I didn't have anything else to do; it's "could not match property". 2. My radio's sprite is screwed up. I saved it as a BMP in Photoshop, and the sprite looks fine when I'm holding it facing to the right, but it's a certain weird mix of brown, grey, and bright orange boxes and lines when looked at from the menu or when facing to the left. Did I save the BMP in some particular way that CC doesn't like? 3. One I have 1 and 2 fixed, I can add eye candy. I'll find a beeping sound to do when I fire easily, but how can I change the sprite as well for about a second after using it? Normally, it would have a red light, but for a second or so it'd switch to green. I have both BMPs already made. Thanks! |
Author: | Duh102 [ Mon Jun 21, 2010 1:26 am ] |
Post subject: | Re: 3 questions |
Awesomeness wrote: 1. ... 2. ... 3. ... 1. The script is being applied to what? If it's not a MO I don't think it'll work, so you would have to put it on the thing you're firing. 2. Yeap, you saved it wrong. I forget which thread has the goods, but the gist you need is that Cortex uses a specific 256 color palette that you need to save under (a .bmp of it is at Base.rte/palette.bmp). I think the thread is listed in this links topic. 3. Probably with some Lua, but I don't know offhand. |
Author: | Areku [ Mon Jun 21, 2010 1:30 am ] |
Post subject: | Re: 3 questions |
3- Nah, Lua and devices don't go too well together. For an easy fix, set the green light as your last frame, change the SpriteAnimMode variable to 4 and add a "DeactivationDelay = 1000" variable to the weapon's code. |
Author: | Daman [ Mon Jun 21, 2010 1:30 am ] |
Post subject: | Re: 3 questions |
sorry i am old and outdated and have not followed teh CC lua Hackiness scene but as far as I know if you want to play those sounds via lua you're going to have to stop the in-game music. |
Author: | Areku [ Mon Jun 21, 2010 1:31 am ] |
Post subject: | Re: 3 questions |
Unless he spawns an AEmitter which plays the sound when it emits. |
Author: | Awesomeness [ Mon Jun 21, 2010 1:35 am ] |
Post subject: | Re: 3 questions |
Okay, nevermind about any of that. I need two things: 1: For the lua to work. 2. For the sprite to work. PS: The script is applied to the bullet I fire. EDIT: Wait a sec... I didn't make the lua script behave like it's attached to something! That means I just need to put a create function in for it to work! ZOMG! I think I've figured it out! I'll be back in a sec; I'll tell you if it works! EDIT: It didn't work... The error was at the same place, where I attached the lua script... It "couldn't mach property". |
Author: | Petethegoat [ Mon Jun 21, 2010 1:38 am ] |
Post subject: | Re: 3 questions |
The sprite needs to be indexed. Either find/make a palette for photoshop, and save it as an indexed image using that, or copy your sprite onto palette.bmp and save as. Either will work correctly. |
Author: | Awesomeness [ Mon Jun 21, 2010 1:44 am ] |
Post subject: | Re: 3 questions |
Petethegoat wrote: The sprite needs to be indexed. Either find/make a palette for photoshop, and save it as an indexed image using that, or copy your sprite onto palette.bmp and save as. Either will work correctly. I don't know what you mean... |
Author: | Petethegoat [ Mon Jun 21, 2010 1:55 am ] |
Post subject: | Re: 3 questions |
Quote: copy your sprite onto palette.bmp and save as. Just go with this, then. |
Author: | Awesomeness [ Mon Jun 21, 2010 2:03 am ] |
Post subject: | Re: 3 questions |
I still don't know what you mean, because when I do that I get part of my sprite sitting on top of a bunch of random colors. |
Author: | Awesomeness [ Mon Jun 21, 2010 2:10 am ] | ||
Post subject: | Re: 3 questions | ||
My sprite is attached. Could you do it? I'm sorry...
|
Author: | Petethegoat [ Mon Jun 21, 2010 2:12 am ] |
Post subject: | Re: 3 questions |
http://www.youtube.com/watch?gl=GB&hl=e ... eMhNAntfTA This should make it clearer. |
Author: | Awesomeness [ Mon Jun 21, 2010 2:23 am ] |
Post subject: | Re: 3 questions |
I see a comment that says "doesn't work on a Mac". Is there any (free) program for Mac that can apply palettes like that? |
Author: | carriontrooper [ Mon Jun 21, 2010 2:26 am ] |
Post subject: | Re: 3 questions |
The problem with number 1 is that you're trying to attach the script to a ROUND. Attach the script to the PARTICLE that the ROUND is shooting out, and you should make it work. For example here's my round. Code: AddAmmo = Round PresetName = Seed Round ... Particle = MOSRotating CopyOf = Infection Seed ... you need to attach the script to the Infection Seed like so: Code: AddEffect = MOSRotating PresetName = Infection Seed ScriptPath = Cordyc.rte/SparkleMagic/spawning.lua ... which should be put before the round entry. Got it? |
Author: | Duh102 [ Mon Jun 21, 2010 2:27 am ] |
Post subject: | Re: 3 questions |
Gimp will do it (paletting). Also, your sprite sir. Attachment: |
Page 1 of 2 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |