This is you we are talking about so I'm not really sure if you want it or not.Drawing the tile over the water current sprites won't work, as water current sprites are animated such that they scroll. I wouldn't want a spazzing block for a pipe now do I?
jcys810 said:This is you we are talking about so I'm not really sure if you want it or not.
wedge of cheese said:I had a similar problem in TWoR, and the way I got around it was by picking a random sprite in NpcRegu.pbm and replacing its graphic with a picture of water and then putting that sprite on all of the water current tiles.
He doesn't mind deleting it, but if he replaces the sprite with a block, the block will move as well.but you don't want to just delete the water current sprite because it's used elsewhere in the mod?
wedge of cheese said:Ohhh, you want pipes? I thought you meant you just wanted regular water with a current in it. Ok, yeah that could be trickier. So let me first make sure I understand what you're asking. You want pipes with water current in them that cover up the main char and the "water current" sprite, but you don't want to just delete the water current sprite because it's used elsewhere in the mod?
Metalogz said:Yeah I don't mind, but it would be better if I didn't have to delete it. If I have no choice, however, I still don't mind listening to your solution :3
DragonBoots said:My question would be: Why not edit the Pot sprite to use as a pipe?
wedge of cheese said:Hmm... this is tricky...
Is there a way you can hax the game so that water current tiles just show up as whatever tile they are on the tileset instead of the water current sprite? As I recall, you did something of that nature in Magic~ with the destroyable brick tile. Maybe the same can be done with a water current tile?
VoidMage_Lowell said:Besides setting the direction to 0150, I'm not sure if you can... {I think this might be located somewhere, though...}
So, now I've got this quirky problem in my mod...
Event jumps and entities set to appear when this certain flag {0410} is set, aren't working...
Now, the weird part is that some of the entities set to appear when the same flag is set, appear...!
I'm not sure what the problem could be, besides something getting bumped when I went around trying to fix the npc.tbl problems...
The main problem is these Vert/Horz entities, which aren't appearing when they should. Nothing should be wrong with them, since they were working in the last release and I've yet to touch them or the flag.....
Psh, nevermind, figured it out.
EDIT:
I tried the <CNP with a direction of 0150, and it doesn't seem to work...
But if someone figures out how to make a NPC face you with <CNP, I'd love to know too ;
Ralren said:Yeah, those are the most ORGS ive found.
When I swap the Custom ORG with the title screen,
the mod freezes at the loading screen. Let me try again.
EDIT: Yep. Loading screen just freezes, what the hell.
EDIT #2: YES. I FOUND THE SOLUTION.
If your mod is made with Sue's Workshop, you need to be
perfectly fine for your release or your demo, then you can
switch the orgs. Turn on Reshacker, and switch the orgs,
replacing the resources.
Now you .Exe will be "Corrupted", however, you can salvage it by
using Cave Editor. Put the .EXE into Cave Editor, and go to file, then
save and test. The Cave Editor will stop responding, and will exit.
Now play your EXE. Custom ORGS, and works perfectly!
Thanks for your help Void.
PISSED OFF EDIT:
God damnit, I forgot about the backgrounds. They dont move or anything.
I tried using your theory, but I already know for a fact that you cant
swap EXES editor through editor, or else the file becomes really screwed.
At least I made some progress.