Nov 3, 2011 at 10:38 PM
Hey.
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Hello, just wondering, what's the limit of maps you can have for one mod?
 
Nov 3, 2011 at 10:54 PM
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I believe x80, but it is trivial to change.
 
Nov 3, 2011 at 11:52 PM
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how do I reduce the max life
(this is what is stoping me from finishing my mod for take 8)
 
Nov 3, 2011 at 11:57 PM
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You can't. You could strategically force damage upon players with enemy/spike placement, but you can't remove maximum hp.
 
Nov 4, 2011 at 12:08 AM
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Au contrare.
That has all been confirmed numerous times by now, so yeah.


In case you can't understand that for whatever reason <ML+000/ removes one max health.
Also that post was written when errybody used cs dark, so I imagine the color coding will be difficult to read in arrg my eyes etc.
 
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Nov 4, 2011 at 12:14 AM
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So it does.

Well, you learn something new e'ry day.
 
Nov 4, 2011 at 5:51 AM
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Shimmyzmizz said:
You can't. You could strategically force damage upon players with enemy/spike placement, but you can't remove maximum hp.

Forcing a player to take damage is usually bad design because it prohibits minimum item runs.

And 404 for god sakes shorten your sig.
 
Nov 5, 2011 at 2:29 AM
Hey.
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Probably something to do with maps again because I suck at them, I keep getting this error:

C:\Documents and Settings\-User name-\My Documents\The Show Episode 2\data\stage\Prt.bmp,0
C:\Documents and Settings\-User name-\My Documents\The Show Episode 2\data\Npc\Npc.bmp,0
C:\Documents and Settings\-User name-\My Documents\The Show Episode 2\data\Npc\Npc.bmp,0
 
Nov 5, 2011 at 2:35 AM
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I believe that means you are missing those bmps (or they are unreadable for some other reason).
Have ya checked?
 
Nov 5, 2011 at 2:39 AM
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No, I believe it's an error in the mapdata

npc.bmp
prt.bmp

null string
 
Nov 5, 2011 at 2:40 AM
Hey.
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I'm not missing any pbms because those particular ones never existed in the first place.

Edit: Noxid, you always do that. But I'm sure there's some kind of error in the mapdata, yes.

Edit 2: Ohhhhhhhhh, okay I fixed it. Turns out I was deleting maps and I accidentally deleted the intro map.
 
Nov 5, 2011 at 11:30 PM
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how do you make a door from one map to another? im sorry i keep asking for help,Im new to modding so yea.
 
Nov 5, 2011 at 11:42 PM
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You need to make an entity and put this as the script.
<KEY<ANP0100:0000:0002<SOU0011
<FAO0004<TRA0048:0094:0153:0016

If you're using CE (which you should be), you can see what the variables do. I'm not sure what SW looks like.
 
Nov 6, 2011 at 12:28 AM
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Caverobo said:
how do you make a door from one map to another? im sorry i keep asking for help,Im new to modding so yea.

Also, since you're new to modding, you should read through Noxid's beginner's guide for all the basics.
 
Nov 6, 2011 at 1:28 PM
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Carrotlord said:
Also, since you're new to modding, you should read through Noxid's beginner's guide for all the basics.

lol, ok, now i feel stupid for not trying to find a guide in the first place .___.
 
Nov 6, 2011 at 6:52 PM
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CommanderJersey said:
You need to make an entity and put this as the script.
<KEY<ANP0100:0000:0002<SOU0011
<FAO0004<TRA0048:0094:0153:0016

If you're using CE (which you should be), you can see what the variables do. I'm not sure what SW looks like.


er,where do i put the names of the maps?
oh yea and sorry for double posting.
 
Nov 6, 2011 at 8:14 PM
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Caverobo said:
er,where do i put the names of the maps?
oh yea and sorry for double posting.

You don't need the map names. Just the map numbers. For example, to transport the player to map number 50 to coordinates (23,44) and run event 92, you use:

<TRA0050:0092:0023:0044

So the first parameter to <TRA is the map number.

More specifically, CommanderJersey's script also requires you to make a door (NPC 18 I believe), set it to event number 100, and set flag 0x2000 on the door, which allows you to interact with it.

If this is confusing, the guide will help.
 
Nov 6, 2011 at 11:10 PM
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Carrotlord said:
You don't need the map names. Just the map numbers. For example, to transport the player to map number 50 to coordinates (23,44) and run event 92, you use:

<TRA0050:0092:0023:0044

So the first parameter to <TRA is the map number.

More specifically, CommanderJersey's script also requires you to make a door (NPC 18 I believe), set it to event number 100, and set flag 0x2000 on the door, which allows you to interact with it.

If this is confusing, the guide will help.

thanks.
 
Nov 8, 2011 at 7:14 PM
Hoxtilicious
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How does the Display Bounding Box in the npc.tbl work?
I know that it is there for offsets when npc are drawn but how do these offsets exactly work?
 
Nov 8, 2011 at 7:24 PM
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displayBound[0] and displayBound[1] are subtracted from the character's x and y position (in pixels, respectively) when the character is drawn to the screen
displayBound[2] is sometimes used as the radius of the entity, say for example to call a function that generates various smoke objects at random positions within a certain range of a base point.

I haven't found an instance where displayBound[3] is used yet. It may serve a similar purpose to [2] but only used for calculating damage splash effects (like how when you shoot something those red circles appear), or it may be unused.
 
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