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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Attention Modders
Found bug . Very mad bug . Im gonna kill it by my step on it . "Auch!" its made from iron !
Well i was converting a scene from b21 to b22 . As you know in b21 there was MotherBrain . Now in b22 there is only BrainCase . So i've just changed MotherBrain on BrainCase . But that didnt helped . It writes error on line 70 . I look on line 70 there is MotherBrain , WTF i just changed it to BrainCase . I've changed MotherBrain to BrainCase , and again error on line 70 , and again there is MotherBrain .
WTF?!
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Sat Nov 08, 2008 5:14 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Attention Modders
Remember to save... Also: Code: AddActor = Actor CopyOf = Brain Case PresetName = Mother Brain
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Sat Nov 08, 2008 5:18 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Attention Modders
I do save . But thx i'll try that way . EDIT: posting all project . And there is a second lag , cortex cant understand So thats why im posting the mod .
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Sat Nov 08, 2008 5:20 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Attention Modders
I don't know why that happens, but when I put everything in the same .ini it works.
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Sat Nov 08, 2008 6:18 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Attention Modders
Azukki wrote: Burst damage on wounds aren't working for something I tried to convert. I guess I should try converting the whole thing to presetnames and see if that helps. InstanceNames wasn't the problem. I can't get custom wounds to have burst damage any more. The burst damage variable seems unchanged in vanilla content, so what's the deal? -- Nevermind, my next post explains why.
Last edited by Azukki on Sun Nov 09, 2008 7:54 am, edited 1 time in total.
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Sat Nov 08, 2008 7:35 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Attention Modders
Burst damage works fine for my actor...
Also, there's another thread for bug reports, don't let Electroclan find you posting bugs here, he already told us all off.
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Sat Nov 08, 2008 9:46 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Attention Modders
also, azukki, would u be able to update the weapon templates(if nething needs a cahnge, that is ) it's fine if u cant tho
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Sat Nov 08, 2008 11:31 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Attention Modders
The Mind wrote: also, azukki, would u be able to update the weapon templates(if nething needs a cahnge, that is ) it's fine if u cant tho Grenades need their new stuff, Coalition need that new legs spread idle stance, crafts need those new fire/smoke effects, the brain needs animation variable replacements, the shield template needs to be the new riot shield, and the mission's lua is probably broken. The guns don't really need anything new. Maybe I should put AirResistance on the round particles to encourage modders to use it, hopefully giving CC mods in general more realistic external ballistics. I could add a straight-firing rocket launcher template; those have some unique aspects. Exalion wrote: Also, there's another thread for bug reports, don't let Electroclan find you posting bugs here, he already told us all off. I was wondering about a problem I had with conversion of a mod. That's seems plenty on-topic to me.* Anyways it was fixed when I copy/pasted the variable from the vanilla content onto the custom wound, even though I saw no change to the file when I did that. Strange, but resolved. (Edit:) * However in hindsight, this post really isn't. Sorry about that.
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Sun Nov 09, 2008 7:46 am |
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mrah
Joined: Sat Aug 30, 2008 1:58 am Posts: 104
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Re: Attention Modders
I just thought I'd put this out here for anyone who didn't already know; the "tractor beam" effect on a craft can be edited by changing the Code: Radius = 30 Range = 75 variables. Radius changes how wide the beam is and range changes.... well, its range. The direction of it is just the same direction of the exit on the craft, so you can change it by changing the Exit offsets. The Velocity offset of an exit also determines how fast the object/actor gets sucked into the craft - so things fall into the craft just as fast as things fall out of the craft. I made a small example showing this stuff; basically, click once to activate, fly it around, suck loads of things in, click twice more and it'll spit everything out at high speeds.
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Sun Nov 09, 2008 12:37 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Attention Modders
Roy-G-Biv wrote: Did this happen to break any scenes? Broke Sanguelac because of the door.
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Sun Nov 09, 2008 5:04 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Attention Modders
so are there like a BUNCH of new codes? Or is there little enough for someone to post them all Thx to ne1 who takes the time Because i kinda left the forum for a while, and now i think im lost........like is Lua really implemented yet? like into weps or characters?
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Sun Nov 09, 2008 9:06 pm |
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