• Hey everyone happy Christmas Eve we're aware of what's happened with the source code so to keep this simple absolutely don't post it on the site or use it to make mods with (it's not particularly preferable toward this end anyway) and tread lightly in general until we see how this settles, thanks to all and have a great holiday season -DT

Quick Modding/Hacking Answers Thread

Feb 17, 2012 at 12:55 AM
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As an experiement, I was trying to lengthen the egg corridor (from 300 to 332 tiles). It seemed to work, but when I went to save it I got a "Error saving map data" message.

Previously, I had heard that in Kaeso's mod one of the areas wouldn't work with the map system because it was too large. Does Cave Editor have some pre-set limitation to prevent that sort of thing?
 
Feb 17, 2012 at 1:09 AM
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Ah yes, that was it, thank you ^_^
 
Feb 17, 2012 at 10:49 AM
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As an experiement, I was trying to lengthen the egg corridor (from 300 to 332 tiles).

Do not lengthen maps wider than 320 tiles, they will not be able to display properly with the map tool if they are any wider. I forget what the height limit is. There is also an area limit, maps that are simply too large (even if they still fit on the maptool's screen display) will cause the game to crash while loading them.
 
Feb 17, 2012 at 1:31 PM
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There is also an area limit, maps that are simply too large (even if they still fit on the maptool's screen display) will cause the game to crash while loading them.
Sooo... if it's based on area, would that mean it's technically possible to have a really really long or tall map?
 
Feb 17, 2012 at 2:52 PM
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Do not lengthen maps wider than 320 tiles, they will not be able to display properly with the map tool if they are any wider.
Oh, so that's the horizontal limit. I see.

Thanks!
 
Feb 20, 2012 at 1:27 AM
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Hi. Quick question. Does anyone know of a way to keep smoke effects from being hidden underneath solid tiles? I messed around with the entity flags, but haven't had much success. Also, I want to do this without assembly. Can anyone point me in the right direction?
 
Feb 20, 2012 at 4:49 AM
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You'll have to use assembly. Foreground tiles render ontop of NPCs and the player. Smoke effect is actually an NPC. So, yeah.
 
Feb 20, 2012 at 10:50 AM
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Dubby said:
You'll have to use assembly. Foreground tiles render ontop of NPCs and the player. Smoke effect is actually an NPC. So, yeah.
Darn... Alright, thanks.
Dunc2403 said:
Well, you might be able to use <CMP twice in a row for the same block, but I don't quite know what you're trying to do, so that might not work.
I'm afraid that won't work with what I'm trying to do. Dubby's answer pretty much closes this up.
 
Feb 20, 2012 at 3:16 PM
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While on the subject of smoke... can I keep it going? You know, rather than only having one puff having it continue indefinitely until I tell it to stop?

I tried doing it like this:

#0603
<CNP0603:0004:0000<WAI0010<EVE0604

#0604
<CNP0604:0004:0000<WAI0010<EVE0603

Which did work, but it had two problems.

1 It seemed to prevent all further events from taking place, to the point that I couldn't even open the item menu.
2 The smoke started moving around of its own volition o_O
 
Feb 20, 2012 at 4:34 PM
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1. That's the big problem with TSC, you can only run one event at a time. If you're willing to use assembly, there is a double-threaded TSC hack somewhere, (hint: search multi-threaded) but it isn't perfect and there are some problems with it.

2. That may be because you were changing NPCs. If it's meant to be stationary, try <CMP.
 
Feb 20, 2012 at 7:10 PM
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Dunc2403 said:
1. That's the big problem with TSC, you can only run one event at a time. If you're willing to use assembly, there is a double-threaded TSC hack somewhere, (hint: search multi-threaded) but it isn't perfect and there are some problems with it.
Mh... no assembly is beyond my abilities.
Basically, what I'm trying to do is to have puff of smokes going on as the players walks up to a certain place. Then once they get in there (walking up to a certain spot), they could stop and another event should start.
Is that feasible in any way?

Dunc2403 said:
2. That may be because you were changing NPCs. If it's meant to be stationary, try <CMP.
Ah yes, I see how that'd fix it.
 
Feb 20, 2012 at 7:34 PM
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You could also use the <SNP command. I'm not sure how ideal the <CMP command would be.
 
Feb 20, 2012 at 8:05 PM
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Unless that was a typo, he must have meant Set NPc (0004, smoke).

Either way, I'd need some escamotage to keep it going...

Oh and I also need to use the SNP command to create a projectile of one of the main weapons (you know, like when Curly is interrogating the robot that invaded her home). Is there a list of those somewhere? (I'm trying to find it by entering subsequent numbers, but I got up to 200 and still didn't see it).
 
Feb 20, 2012 at 8:20 PM
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That's right, I said <SNP on purpose. You've got the right idea Duke. But I guess that doesn't solve your problem. And I'm afraid I don't know the NPC numbers for bullets.
 
Feb 20, 2012 at 9:45 PM
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Weapon bullets aren't npcs. This fact is what allows them to have collisions with things that are npcs.
Npc bullets are npcs though, which is why they can hurt you but not the thing that makes them.
 
Feb 20, 2012 at 9:53 PM
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I started leaning toward that hypothesis when I hit 400 and still didn't run into any weapon's bullets other than Curly's machinegun >_<

Is there another way then to call up those? Or none at all?
 
Feb 20, 2012 at 10:05 PM
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It cannot be done.
also why on earth would you go past 361, there arent that many entities in the game and CE has a list of them all in its map editor. You are just boondoggling.
 
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