Quick Modding/Hacking Answers Thread

Oct 16, 2010 at 8:57 PM
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EDIT: FIX'D

AWWWWWWWW HEELLLLLLLL YEAH!
 
Oct 17, 2010 at 12:39 AM
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carrotlord said:
Usually, it's much easier to debug stuff if you just put in the code chunk by chunk instead of testing the whole thing all at once. If that doesn't work, try posting your mod so that people can see what's wrong.

Yeah, I understand that, but I know exactly what's not working: The horizontal triggers. All right, I'll post my mod when I get a chance.

EDIT: Here you go. The map I'm having trouble with is map 0089. The triggers I'm talking about are along the top edge of the screen.
http://www.mediafire.com/file/133j570f1lydlx3/Fracture.zip

And, enjoy the demo, I guess! :confused:
 
Oct 17, 2010 at 2:08 AM
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jed37 said:
Yeah, I understand that, but I know exactly what's not working: The horizontal triggers. All right, I'll post my mod when I get a chance.

EDIT: Here you go. The map I'm having trouble with is map 0089. The triggers I'm talking about are along the top edge of the screen.
http://www.mediafire.com/file/133j570f1lydlx3/Fracture.zip

And, enjoy the demo, I guess! :confused:

Um, where is your data folder?
 
Oct 17, 2010 at 2:19 AM
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carrotlord said:
Um, where is your data folder?

Accidentally left out. :confused: Sorry. I just found out, however, that the problem is not with the triggers, so I think I can fix it. But, if you want to try the demo anyway, I'll fix the link.
 
Oct 25, 2010 at 12:45 AM
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How go you make an enemy appear out of the blue?
I had some enemies set to sppear once their flags activated, and none seem to appear when it activated.
Do I need to do something specific to get them to appear?
 
Oct 25, 2010 at 1:07 AM
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Either <CNP a null (0) entity, or use <SNP (Or <INP?) to set an NPC.
 
Oct 26, 2010 at 12:48 AM
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Noxid said:
Either <CNP a null (0) entity, or use <SNP (Or <INP?) to set an NPC.

I'll use <CNP, because I need them to run events on their deaths.

<KEY<MS3Thank you.<WAI0075<NOD<CLO<END
 
Oct 26, 2010 at 1:37 AM
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... Okay, new problem.
They appear just fine, but when I shoot one of the enemies, they take damage only once, then they just seem unaffected by the bullets. The damage # still shows, but it will go up to 100, and they won't even move. I have them set to run events when they die, so some tiles won't go away untill they die.
Please tell me what is wrong.
 
Oct 26, 2010 at 1:58 AM
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Hmm... I suspect it might be due to the fact that, when you tell it to call event on enemy death, the enemy doesn't actually die unless you explicitly <DNP it in the death script.
 
Oct 26, 2010 at 2:56 AM
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Wedge of Cheese said:
Hmm... I suspect it might be due to the fact that, when you tell it to call event on enemy death, the enemy doesn't actually die unless you explicitly <DNP it in the death script.

Thank you.
That one worked.
 
Oct 26, 2010 at 6:51 AM
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Okay, one more thing.
Does anyone know what the number of the entity for the animated eledtroniic signpost. It was the only one I could edit that fir wwhat I needed, and now I don't know what it is.
 
Oct 26, 2010 at 11:22 AM
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I don't believe that it has an entity number. Try a regular signpost with Option 2 flag, and if that doesn't work then just replace the regular signpost sprites with those ones, it should have the desired effect.
 
Oct 29, 2010 at 4:11 AM
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How hard would it be to have multiple player characters in a modded game? As in two or more different player sprites and inventories that you'd switch between at certain points in the plot of the game.
 
Oct 29, 2010 at 4:18 AM
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How hard would it be to have multiple player characters in a modded game? As in two or more different player sprites and inventories that you'd switch between at certain points in the plot of the game.

It's easy enough to do two characters with equipping the Mimiga Mask item, and you could probably do inventory with careful
management of flags. Any more than that and you'd need hax. just minor ones though.
 
Oct 29, 2010 at 4:35 AM
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Hmm... Is it possible to have more weapons in the game than there are by default?
 
Oct 29, 2010 at 4:36 AM
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Really, really hard.
Even for me.
but nothing's impossible.
 
Oct 29, 2010 at 4:42 AM
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Noxid said:
Really, really hard.
Even for me.
but nothing's impossible.

Well, obviously.

Hmm... Perhaps if each character had only one weapon set. I could just JMP to a completely different bunch of weapon data depending on the current character.
 
Oct 29, 2010 at 3:16 PM
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Well there are a few empty weapon slots that make the game crash if you add them with <AM+ so I guess you could technically "add" some extra weapons.
 
Oct 29, 2010 at 3:28 PM
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But those aren't really weapons, just out of bounds memory. Kind of like how you can create an array of 10 objects in C++, which should go 0-9, but if you say MyArray[10] it will still let you even though it will mess something up.

The thing is that there's no code-space allotted for the weapons, and more importantly no RAM allotted for the bullet initialization data.
 
Oct 30, 2010 at 12:37 AM
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Schilcote said:
Well, obviously.

Hmm... Perhaps if each character had only one weapon set. I could just JMP to a completely different bunch of weapon data depending on the current character.

Assembly isn't like lego bricks, which is unfortunate.

But your idea will still work. You can run a conditional check to see if mimiga mask is equipped and make the weapons act/look differently based on that condition. That'd be much easier than adding new weapons.
 
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