Dec 2, 2011 at 7:42 AM
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Question: I created a new map, but how do I add items to use, and make me enter the map from another area?
 
Dec 2, 2011 at 7:40 PM
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Look at Noxid's modding guide video.
It can be found on his blog.
 
Dec 2, 2011 at 9:08 PM
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Lace~? I gave you the link. :greydroll:
 
Dec 3, 2011 at 6:10 AM
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CommanderJersey said:
Look at Noxid's modding guide video.
It can be found on his blog.

I have had trouble finding the video. Can you link me to it?

Edit: I found it, it's for Cave Editor which works terribly on my computer. I can only use Sue's Workshop, is it possible to link a custom made map to a custom made map in Sue's Workshop?
 
Dec 3, 2011 at 6:21 AM
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Dec 3, 2011 at 1:54 PM
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Huzzah said:
I have had trouble finding the video. Can you link me to it?

Edit: I found it, it's for Cave Editor which works terribly on my computer. I can only use Sue's Workshop, is it possible to link a custom made map to a custom made map in Sue's Workshop?

I don't think you understand. TSC works no differently in Sue's than in CE. Look at any TSC guide, and you'll figure out how it works. I figured it out by just by looking at the original TSC.
[OFFTOPIC]And now I'm leaving for the whole weekend.[/OFFTOPIC]
 
Dec 3, 2011 at 5:26 PM
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If I was, let's say, helping with a community project, and if, let's say, I had a few flags that were assigned to me, but I used the wrong flags, how would I fix the flag numbers?
[Note: I have no idea how flag jumps, skip flags, or anything else like that work.]
 
Dec 3, 2011 at 5:29 PM
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Simple: find all instances of flag XXXX being used, and replace with YYYY.
My script editor just so happens to have a handy feature where you can generate a listing of every flag in every script for a given mod.
 
Dec 3, 2011 at 9:41 PM
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What objects need specific flags? I already know that chests do.
 
Dec 4, 2011 at 5:58 AM
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CommanderJersey said:
What objects need specific flags? I already know that chests do.

For the record, you can make chests work without flags. Just use CNP to change the closed chest to an open once you run the chest's script, and ITJ/AMJ at the beginning of the script to make it jump to 0001, the "Empty" message once you have whatever's in it.
 
Dec 4, 2011 at 5:43 PM
Been here way too long...
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Ryuuoutan said:
Lace~? I gave you the link. :droll:
Blagh sorry I've been away/busy.
I'll try to get to it within a few days.
 
Dec 4, 2011 at 6:30 PM
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For some reason, I enter this one room in my mod, which I begin to fall to the floor, but I go right through the floor.
 
Dec 4, 2011 at 6:31 PM
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You need to set the tileset properties. This is done by opening the tileset editor in CE and right-clicking the applicable tile, then selecting the type you want (41 is solid, for instance)
 
Dec 4, 2011 at 6:41 PM
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The tiles were set to back tiles, so that's what I do? Because when I uncheck the back tiles, they disappear, and it won't let me draw the tiles. (yes I did not leave the selected tile the black tile)
 
Dec 4, 2011 at 7:04 PM
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:/

youuuuu have to chaaaange them in the tileset editor to be tile 41. Back tiles and front tiles is largely superficial; tiles of type 00-1F are always back tiles and tiles of type 40-FF are always front. 20-3F are nonexistant!

A tile's characteristics are determined by its type
 
Dec 4, 2011 at 8:27 PM
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How would one make a new type of tile? Would it take a lot of assembly?
 
Dec 4, 2011 at 8:36 PM
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Yep

GIR's really the only one to have done that, although I probably could if I were so inclined. Not for the faint of heart.
 
Dec 4, 2011 at 9:40 PM
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Two more noob questions. What are the numbers for each song (or where do I find them?) and what is the command and numbers for showing a character face with a message?
 
Dec 5, 2011 at 4:04 AM
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3000 posts, and in addition this is now the single largest thread on the forums.

U guys ;_;
 
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