Sep 19, 2017 at 10:18 AM
Join Date: Jul 20, 2015
Location: Under sea level or something
Posts: 831
Age: 27
Pronouns: 菓子
It's easier than you think it is.Oh that all seems pretty complex and risky to my game
It's easier than you think it is.Oh that all seems pretty complex and risky to my game
Thanks for showing that video ish thing! that was helpfulIt's easier than you think it is.
Just for the love of it keep the image at a resolution of 160x240, and of course don't forget to save.![]()
I'm assuming you are already using flags to change the block when the player enters the map if the flag is set.In the mod I'm working on, I plan to have my player gather 3 bits of data. All of which are inaccessible without the game's snake variant. I borrowed the "Stuck_Shutter" entity from the core since it's invisible and allows a script to run upon death, when this happens, the special tile that holds this data disappears and becomes one with the area around it again:
Is there a way to keep that tile (in the spoiler) constantly gone?![]()
So the special block is the gray one the player must destroy with the Snake variant in order to progress.
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Here's me destroying the block, getting the item and the block turns to normal.
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Upon saving and rebooting the game however, the block reappears, I can't blast it a second time so no 2nd script will appear, but it still appears as if I didn't hit it at all.
Change a null entity into whatever you want it to be (I think with <CNP), then delete it when needed (or change it into a null again).So If I want to create a NPC, then delete it how would I do that?
I can't use <SNP because it doesn't set an event which is what <DNP or <MNP needs
Or should I just hide the NPC in a block, <MNP it to the right location, and then <MNP it back?
Thanks for showing that video ish thing! that was helpful
Change a null entity into whatever you want it to be (I think with <CNP), then delete it when needed (or change it into a null again).
That happens to me a lot especially when I change the "file name" (not the name you see when you do the little <MNA thing)So I renamed map "Save Point" (WeedS) in CE was changing up some stuff in the properties as I would any other map. But when I tried to load the map, CE gave me an error message saying it wouldn't load a map. I eventually found out by re-replacing the WeedS files from a clean version of CS the map was accessible again. But my question is: Is there to avoid this error happening? I don't encounter this issue with some maps but others give this problem. Is there a way to prevent it from happening?
I generally stick away from renaming the file name I will do the saving in CE menu, thanks!Did you rename the map title or the map's file name? (WeedS) If you changed that, you'll have to press "save" in the cave editor's menu before opening it again iirc.
I think I remember a TAS player moving down an upwards stream with the machine gun once.just a quick curious question can the machinegun overpower a pushing down waterway thing?
Like those things that are in the waterway stream
The only things npc.tbl can change are the things listed within there. Keep in mind that things like sprite size and NPC damage can be hard coded into the NPC sometimes, or are changed depending on its state.
It's fairly trivial to open up an NPC in OllyDbg and edit stuff like that, though.
Did you make their health anywhere below 1000 with npc.tbl? It's set to that so they can play their death animation.by the way do you have any idea why my gaudis could be dying instantly? Also maybe its because my curly ai isn't showing up?
oh...Did you make their health anywhere below 1000 with npc.tbl? It's set to that so they can play their death animation.
1000 is the health given to it by default. The Gaudi really has 15 HP, but the additional 985 health is there so it can do its death animation, so I advise to not put in anything below 985.oh...
what should it be instead?
1000+the normal health?
oh i forgot that happens with the glitched characters thanks1000 is the health given to it by default. The Gaudi really has 15 HP, but the additional 985 health is there so it can do its death animation, so I advise to not put in anything below 985.