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 Cortex command Mob editor / creater. Yes or no? 
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Joined: Thu Jan 07, 2010 1:54 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
[quote="LowestFormOfWit"]I'm sorry, but walkpaths are far too tedious/poorly documented/hard to visualize/hard to tweak for us to NOT release a walkpath editor. Not to mention you have to go through it 3 times for walking/climbing/crawling.

Agreed, and the actor viewer does not show the affect of actor masses on the legs and feet (thus, adding one step in the modding task)

But maybe the new scanner in the next build will help, since we can get measurements.


Tue Nov 08, 2011 10:45 pm
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Data Realms Elite
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Post Re: Cortex command Mob editor / creater. Yes or no?
If it was possible, hell yes.
But no.
It isn't, so no.


Tue Nov 08, 2011 11:33 pm
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Post Re: Cortex command Mob editor / creater. Yes or no?
I'm not sure if i'm getting all of this, nor have i done much modding, but, IMO, the thing i get annoyed at the most is having to reload the game every time you change something to see if it worked properly. If there was a program that could take information real-time, and isolate what you want to mod in its own place to cut loading times, that would be useful.

it could be a copy of the physics engine but only load a single actor or Firearm or whatever you need. I don't know if that's remotely possible or if it would even be efficient, so dont flame me S.V.P.

I don't know if it would be good for walk-paths since i never tried changing them other than the speed on a skeleton so it could jump by slamming its body around.


Thu Nov 10, 2011 5:56 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
Yes + When Save it Automaticly make .ini


Thu Nov 10, 2011 9:16 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
I dont mean to necro this but I do have some content that could provide the best of both worlds (Hard coding/Noobin).
Observe my great artwork

What it would show would be on the left a live-time creation of what your doing and on the right would be a notepad like area where you could right said code, Then on the rightside you could pull up help with varibles and such and even templates for things like AHuman, ACrab, Dropships, And so on.
Underneath the left panel would be buttons to veiw your creation, set up movement paterns and such, Or spawn in guns or actors to test with. Also the left side would be a drag n' drop area for parts in which it woudl automaticly change the XY in the code and you could select a part by right-clicking it to open up a mini-pad for writing lua code.

This layout would still require you to learn somewhat of the code BUT it would speed up the time taken to make a mod by alot (No more opening up CC to test it EVERY SINGLE TIME).


Fri Aug 03, 2012 1:11 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
Problem with that though, is (and correct me if I'm wrong) the simulation would require CC's engine. Meaning you would probably need the source code to properly get the simulation accurate or to even work at the least.

Even then though, I think the actor viewer is fine as a substitute. Maybe not great for testing certain things like dropships, but it works great with working with walkpaths and offsets.


Fri Aug 03, 2012 2:02 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
Hmmm, Etheir get the source code or get someone willing to reverse enginer it...


Fri Aug 03, 2012 2:16 am
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Data Realms Elite
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Post Re: Cortex command Mob editor / creater. Yes or no?
That seems, like a grey area I wouldn't want to get into.


Fri Aug 03, 2012 2:42 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
Data has said he's happy with people making edits to the core game, can't remember where though.


Fri Aug 03, 2012 2:54 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
Heheheheheh yes....
Now who here can actually code C++ or some of that jazz?


Fri Aug 03, 2012 3:02 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
I would kill for a walkpath/offset editor, having to do offsets is always what kills anything I'm making, I hate offsets.


Fri Aug 03, 2012 6:26 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
i concour with an in-game offset editor.


it would make doing offsets 100x easier. doing offsets is such a foot. basically you go in, load up the actor and/or gun and check the offsets. then close CC and adjust. then open CC again and see how close you got, then readjust.



it's a matter of doing that over and over again until they're right. AND IT TAKES FOREVER. even if you take all the mods out of your CC folder.


Sat Aug 04, 2012 12:45 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
especially because in ini.land, up=down, down=further up, left=east and right=blue.


Sat Aug 04, 2012 12:59 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
So thats what blue is!
But why in-game editor? Cause then you dhave to bother Data, and then he would have to update, and then everyone else would have to update, and bla bla bla right = blue.


Sat Aug 04, 2012 1:02 am
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Post Re: Cortex command Mob editor / creater. Yes or no?
Actually, the Actor Viewer has a 'Reload Actor Data' pie menu option that allows you to finetune actor offsets fairly easily, although I'm not sure how reliable it is for walkpaths -- and it's not much use for weapons!

The Data Reload usually works, although I haven't used it in a while. It might be quite unstable.


Sat Aug 04, 2012 1:24 am
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