Register
Email: Password:
Forum » Notrium modding questions/answers
  • « previous
  • 1
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 31
  • » next
  • Notrium modding questions/answers

    Darkdude 10 years ago
    I want to make a mod on something but then i found its already being done but i think the mod is abandoned, can i still make the mod?

    Plus what does the eat item do for aliens? and the eat amount?
    #
    Murska 10 years ago
    "Darkdude" said:
    I want to make a mod on something but then i found its already being done but i think the mod is abandoned, can i still make the mod?

    Plus what does the eat item do for aliens? and the eat amount?

    If it is not exactly the same, I don't see why not.
    #
    MageKing17 10 years ago
    "Murska" said:
    "Darkdude" said:
    I want to make a mod on something but then i found its already being done but i think the mod is abandoned, can i still make the mod?

    Plus what does the eat item do for aliens? and the eat amount?

    If it is not exactly the same, I don't see why not.
    I don't see why he can't just take the abandoned mod and work with it instead.
    #
    Darkdude 10 years ago
    I could but ill make it entirely myself and just give credit for the idea
    #
    Spetz 10 years ago
    Is there a way to delete/destroy items located in a player's inventory via a script?

    [edit]Maybe I missed the effect number, but I can't find it [/edit]
    #
    Grim Reaper 10 years ago
    "Spetz" said:
    Is there a way to delete/destroy items located in a player's inventory via a script?
    I can't see why not.
    #
    Spetz 10 years ago
    Sweet, erm... how?

    and: I'm having trouble with my mod, it gives me errors and I can't figure out why...

    Here is the mod:
    http://www.monkkonen.net/forum/viewtopic.php?p=48726#48726

    Well, I should have asked earlier, but but is asking for help about the mod on topic? cuz if it isn't I'll move the post.
    #
    Grim Reaper 10 years ago
    "Spetz" said:
    Well, I should have asked earlier, but but is asking for help about the mod on topic? cuz if it isn't I'll move the post.
    It is.
    #
    Spetz 10 years ago
    ok, and about the deleting items thing, how do I do that cuz I still can't figure it out...

    EDIT: oh woops ops: give the player a negative number of an item
    #
    Inane 10 years ago
    Spetz, in regards to your creatures spawning dead, please make sure that in specialties they start with their maximum, or somewhere over the minimum health.
    #
    Spetz 10 years ago
    that would be specialty 0 right?

    at the moment it looks like this:

    begin_specialties
    ;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    500.000000;//parameter2
    500.000000;//parameter3
    end_specialties

    I looked into the FAQ and found nothing reguarding what parameter does what. I assume one parameter specifies which bar, another specifies maximum bar size, and one specifies the starting bar size... but which is which?
    #
    Inane 10 years ago
    Creature specialties are listed in Notes.txt or Effects and Conditions List.txt (Notes if modding off default and E&CL if your using barebones).

    But it looks like theres no problem with the specialties .
    #
    Spetz 10 years ago
    The Notrium File Viewer stops working afte rI add this into plot_objects.dat, can anyone tell me why? I basically copied and pasted the entry above it... I suspect the effects because I'm trying to avoid having the tent do anything, but there is no way to drop an "object_definition"... or is there?

    Tent;//name---------------------------------------------------
    0;//id
    -1;//map type to place to
    0;//plot object class
    1;//plot object def. number, NOT -1
    0;//number of objects to be placed
    0;//location type
    0.000000;//parameter0
    0.000000;//parameter1
    0.000000;//parameter2
    0;//show on radar
    0;//particle shown on radar
    none;//radiate sound, none for nothing
    -1.000000;//time to delete object in ms
    0;//trigger event by
    0;//parameter1
    1;//show help texts for conditions
    begin_effects_block;
    ;//event text
    none;//sound, none for nothing
    2;//vanishes after event
    begin_conditions;
    15;//use condition number
    10;//parameter0
    0;//parameter1
    end_conditions;
    begin_effects;
    0;//effect number
    0;//parameter1
    0;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    #
    Inane 10 years ago
    NFV? Well snap, thats the explanation for all your troubles.
    I'd delete everything that doesn't seem to work and restart on them.

    And I'm not sure if its Plot Objects or Object Definitions but you can make one of them spawn, as is illustrated by the forcefield generator.
    #
    Darkdude 10 years ago
    Like so many other people have said, NFV ruins mods and it is safer to use notpad
    #
    Grim Reaper 10 years ago
    Not only does it ruin the mods, it's also incompatible with the newest version. The version it DOES work with was the 1.3 Beta.
    #
    Spetz 10 years ago
    oh ok, well umm when NVF fails, I do use Notepad, but still, I copy&pasted a plot_object to duplicate it and then I changed the name, and Notrium still crashes, I don't get it... why?
    #
    Grim Reaper 10 years ago
    "Spetz" said:
    oh ok, well umm when NVF fails, I do use Notepad, but still, I copy&pasted a plot_object to duplicate it and then I changed the name, and Notrium still crashes, I don't get it... why?
    You. Used. NFV.

    Is it REALLY that difficult to understand?
    #
    Spetz 10 years ago
    I used NotePad to copy&paste... Notrium was working fine before I copy&pasted
    #
    Cejer 10 years ago
    I think I understand what you did. Check your plot objects and make sure they have unique ID numbers. The number you're looking for is here:
    Tent;//name----------------------------------- 
    0;//id <---- Change this
    -1;//map type to place to
    0;//plot object class ...


    However, everything everyone said about the NFV stands. Don't use it. I'll give you another piece of advice too, have multiple backups. Keep a backup on your computer for easy access if you edit something wrongly. And keep a backup on a floppy or CD in case your hard drive gets broken.
    #
    Spetz 10 years ago
    Yup, they had the same ID but... it's STILL not working...

    [EDIT]
    I dunno why, but after getting a fresh plot_objects.dat file from the Barebones download, and re-did the whole file it started working :/

    The new questions are:
    1) Why my Construction Menu isn't opening EDIT: It is now, I forgot to actually OPEN the inventory

    62;//effect number
    2;//parameter1 << this should have been a 1
    0;//parameter2
    0;//parameter3
    0;//parameter4

    2) Why plot_object Construction Area spawns in my starting area:
    Construction Area;//name
    0;//id
    -1;//map type to place to
    0;//plot object class
    1;//plot object def. number, NOT -1
    0;//number of objects to be placed
    0;//location type
    0.000000;//parameter0
    0.000000;//parameter1
    0.000000;//parameter2
    0;//show on radar
    0;//particle shown on radar
    none;//radiate sound, none for nothing
    -1.000000;//time to delete object in ms
    0;//trigger event by
    0;//parameter1
    1;//show help texts for conditions
    begin_effects_block;
    ;//event text
    none;//sound, none for nothing
    2;//vanishes after event
    begin_conditions;
    15;//use condition number
    10;//parameter0
    0;//parameter1
    end_conditions;
    begin_effects;
    34;//effect number
    1;//parameter1
    0;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    52;//Change inventory to 2
    2;//Inventory 2
    0;//parameter2
    0;//parameter3
    0;//parameter4
    29;//Run the script.
    2;//Add items to inventory.
    0;//Do not check conditions of the script.
    0;//parameter3
    0;//parameter4
    62;//effect number
    2;//parameter1
    0;//parameter2
    0;//parameter3
    0;//parameter4
    35;//effect number
    1;//Script: Return player's inventory. (Taken from Wazzal II)
    1;//parameter2
    0;//parameter3
    0;//parameter4
    end_effects;
    end_effects_block;

    3) Why only one of the Construction Areas on the map gives the player a chance to click it....
    [/EDIT]
    #
    1MoreRun 10 years ago
    I can only help with #3... When I can't click on my plot objects, it's ussually because I did'nt have the collision set on the linked object definition. Even if you don't want a collision on it, set it to.

    -1.000000;//collision type
    0.000000;//param0
    0,000000;//param1

    Other than that, I don't know. I'm not quite sure what you're constuction set is.

    And NFV corrupts plot object and object definition data files more than any of the other files in the game. NEVER use it for object definitions. I have had little trouble using it for items and creatures, and terrain stuff. If you do use it though, back up often.
    #
    Inane 10 years ago
    Now, I figured this out before, but now it's posing a problem.
    I have a projectile that explodes (in the manner you can detonate a repair kit) when it hits the enemy, problem is the explosion only hurts allies and not the enemies.

    Hellcast Rifle;//name---------------------------------------
    3;//identifier
    0;//class
    bullet0.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    0.000000;//bullet size
    0.005000;//spread
    1.200000;//bullet speed
    400.800000;//time until bullet disappears
    300;//fire rate
    3;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.011000;//push target back
    0.000000;//push shooter back
    laser.wav;//fire sound
    laser_hit.wav;//hit sound
    1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    3;//Cond
    1;
    8;
    end_wield_conditions;
    begin_fire_effects;
    4;
    -7.960000;
    1.000000;
    1.000000;
    0.000000;
    end_fire_effects;
    begin_hit_effects;
    4;//effect number - Substracts points from health bar
    -15.200000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    24;//effect number - Substracts points from health bar
    4.000000;//parameter1
    30.000000;//parameter2
    2.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;
    Hellcast effect;//name---------------------------------------
    4;//identifier
    0;//class
    redbullet.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    1.300000;//bullet size
    6.100000;//spread
    0.600000;//bullet speed
    180.800000;//time until bullet disappears
    110;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.011000;//push target back
    0.000000;//push shooter back
    laser.wav;//fire sound
    laser_hit.wav;//hit sound
    1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    4;//effect number - Substracts points from health bar
    -1.200000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;
    #
    MageKing17 10 years ago
    "Inane" said:
    Now, I figured this out before, but now it's posing a problem.
    I have a projectile that explodes (in the manner you can detonate a repair kit) when it hits the enemy, problem is the explosion only hurts allies and not the enemies.
    That's because the weapon thinks it's being fired by the enemy you hit. To fix this, make the weapon quickly change the target's side to a friendly or (preferrable) neutral side (VERY short time, only enough to launch the second weapon).
    #
    Inane 10 years ago
    Cool. Thanks, MK. It works.
    #
    Anonymous1157 10 years ago
    Inane has vouldnteered to fix these for me:

    Areas
    0;//Start area---------------------------------------------------------player will start on first area
    Compy Case;//area name
    0;//area class
    0;//climate in climate_types.dat, -1=random climate
    0;//terrain map number
    -1;//wrapping, 0=wrap horizontal, 1=wrap vertical, 2=wrap both
    1;//random object density, the bigger the value, the more the area will get. This is multiplied ingame by the area size.
    begin_alien_list;
    1;//alien type in creatures.dat
    0;//number of these aliens
    1;//side
    end_alien_list;
    begin_excluded_plot_object_classes;
    end_excluded_plot_object_classes;
    none;//enter area text, specify none to not show it
    1;//Multimedia Card---------------------------------------------------------
    Multimedia Card;//area name
    0;//area class
    0;//climate in climate_types.dat, -1=random climate
    1;//terrain map number
    -1;//wrapping, 0=wrap horizontal, 1=wrap vertical, 2=wrap both
    1;//random object density, the bigger the value, the more the area will get. This is multiplied ingame by the area size.
    begin_alien_list;
    1;//alien type in creatures.dat
    1;//number of these aliens
    1;//side
    end_alien_list;
    begin_excluded_plot_object_classes;
    end_excluded_plot_object_classes;
    You found that the easiest way to get in would be through the Multimedia Card. Almost nobody monitors sound output and controller input!;//enter area text, specify none to not show it
    2;//Motherboard---------------------------------------------------------
    Motherboard;//area name
    0;//area class
    0;//climate in climate_types.dat, -1=random climate
    2;//terrain map number
    -1;//wrapping, 0=wrap horizontal, 1=wrap vertical, 2=wrap both
    1;//random object density, the bigger the value, the more the area will get. This is multiplied ingame by the area size.
    begin_alien_list;
    1;//alien type in creatures.dat
    1;//number of these aliens
    1;//side
    end_alien_list;
    begin_excluded_plot_object_classes;
    end_excluded_plot_object_classes;
    You found that the easiest way to get in would be through the Multimedia Card. Almost nobody monitors sound output and controller input!;//enter area text, specify none to not show it
    end_of_file;

    Map
    20;//width of map below
    20;//height of map below
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1; 0; 1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1; 2;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    -1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;
    end_of_file;


    Area 2 is way down in the corner on purpose. You're supposed to go to the PCI port to get in and out.
    #
    Inane 10 years ago
    Map.dat uses area classes instead of identifiers.
    You need to change it so the area next to the start area has a area class of 1.
    This is done so you can narrow down random areas, like having all of area class 2 being desert and puttin down a buncha 2s on the map where you want a random desert to be.
    #
    Anonymous1157 10 years ago
    That makes sense. I wish I'd thought of that before.

    I can mod again! YAY!
    #
    MageKing17 10 years ago
    "Inane" said:
    Cool. Thanks, MK. It works.
    Daww, now I feel all warm and fuzzy inside.

    ;P
    #
    Inane 10 years ago
    Okay, I got a problem with time-based plot objects...

    I'm trying to make a plot object that spawns enemies. unfortunately though, the object runs it's timer even when the player is in a different map, so a map will have quite a few enemies spawned by the time you get to it.

    Any solutions?
    #
    Anonymous1157 10 years ago
    I don't exactly have a solution, but I have an idea. Hold on to the script; there are many mod ideas out there that require maps with off-map spawning. You just figured out how to make it possible.
    #
    Inane 10 years ago
    I uh... Still need help, y'know, 'cuz it's kinda important for my mod.
    #
    Darkdude 10 years ago
    Im making a mod, and I'm trying to make something that morphs/evolves like they do in Default and Werivar, can someone tell me how it works, and can someone also tell me what Specialty 1 is in player races.dat?
    Thanks
    #
    Grombolar 10 years ago
    I've managed to swap the open inventory key from I to Q...
    Open Inventory Q;//name---------------------------------------
    206;//identifier
    2;//item class
    0.000000;//weight
    Opens inventory.;//short description
    none;//first pick up text
    0.550000;//size on map
    1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    0;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    coil.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    0;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    Q;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    62;//effect number
    1.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    1;//discard this item after combine
    18;//combines with
    1;//discard that item after combine
    5;//combine time
    1;//can be broken up
    begin_items_given;
    43;//result of combine
    1;//amount to give
    end_items_given;
    end_combinations;

    ...But how can I change it to Tab -key? Neither of these work;
    Open Inventory TAB;//name---------------------------------------

    TAB;//quick key

    Open Inventory TABULATOR;//name---------------------------------------

    TABULATOR;//quick key

    Help is appreciated!
    #
    Redemption 10 years ago
    I'm fairly sure that it only takes characters.
    #
    Forum » Notrium modding questions/answers
  • « previous
  • 1
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 31
  • » next
  • Post Reply


    Your email:
    Your name: