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  • Notrium modding questions/answers

    Admiral 7 years ago
    I think this is what your looking for?

    [Insert Item Name];//name---------------------------------------
    [Insert Appropriate ID];//identifier
    0;//item class
    4.000000;//weight
    [Insert Short Description];//short description
    [Insert Pick Up Text];//first pick up text
    0.650000;//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
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    [Insert Image];//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
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    Party Time!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    Y;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number {play song number parameter1 from music.dat}
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Party Time!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    1.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Party Time!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    I;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    2.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Party Time!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    O;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    3.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Party Time!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    O;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    4.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Party Time!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    P;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    5.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Party Time!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    A;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    6.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;


    Admiral
    #
    fifth 7 years ago
    omg this idea is AWESOME^^
    @admiral: nice and clean solution but i think he wants quick keys so you should write something like "insert quick key here"

    p.s. is there a way to execlude a race from a script? (im using a script thats needed for one race but i want another one not to be affected by it)
    #
    Daz_T 7 years ago
    Yep works perfectly! thanks for the help admiral.

    Ipod;//name---------------------------------------
    553;//identifier
    0;//item class
    0.000000;//weight
    Music selector! Use letters A, P, K, L, O, U and Y;//short description
    Aha your trusty Ipod!;//first pick up text
    0.650000;//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
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    charger.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
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    Sleep now in the fire!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    Y;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Soothsayer;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    1.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Battery!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    L;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    2.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Suicide and redemption;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    K;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    3.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    That was just your life!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    O;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    4.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Jordan!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    P;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    5.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Freedom!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    A;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    61;//effect number
    6.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    #
    Admiral 7 years ago
    No problem Daz

    @fifth:
    Conditions ('Notes' OR 'Effects and Conditions List' .txt)

    If you want it to work for ONLY one race:
    6=player is race parameter0

    e.g.:

    6;//condition
    1.000000;//condition parameter0
    0.000000;//condition parameter1

    Will only run if player is race 1

    If you want it to work for all BUT one race:
    7=player is not race parameter0

    e.g.:

    7;//condition
    1.000000;//condition parameter0
    0.000000;//condition parameter1

    Will only run if player is NOT race 1

    Hope this helps

    Admiral
    #
    fifth 7 years ago
    omg i saw this about a thousand times but never even thought of using it xD
    fifth<--------------very smart yet not very intelligent

    hm... maybe i'll release a first development build of my mod soon to show what i alredy did^^
    #
    Xom 7 years ago
    Hello, long-time players and lurker, short-time member here. I've been struck by inspiration for a mod for this great game, but before I take the plunge of learning the ropes of Notrium modding, I'd like to know whether the game can tell the intensity of the light a creature is exposed to, or can at least change its behaviour according to the current state of the day/night cycle. This may be an important part of the mod, and I'd like to know whether I should just cross it out of my plans or think of some other way to execute my idea. Thanks ahead of time!
    #
    Redemption 7 years ago
    The easiest way to do that would be to follow a second counter synched up with the day night cycle, using conditions 24 & 25. There's no way to test the intensity of light, though.
    #
    Xom 7 years ago
    Not even to differentiate between having a flashlight shined on them and not having a flashlight shined on them? Oh well, I guess I can just have all flashlights and all other sorts of lights emit some invisible particles or a field or something to get the same effect. Pity, though.
    #
    fifth 7 years ago
    um just wanted to know if there is a way to cause a creature to attack uncontrolled without using its tactics... need it for a weapon that 'confuses' the enemy and make it using its weapon somewhat randomly...
    #
    Dorten 7 years ago
    There is that "fire weapon in random direction" effect
    #
    ZiGZ 7 years ago
    I've just been trying to have the PC use a weapon. So far I've added the weapon to Items.dat, Weapons and Weapons Classes. The Item appears in the inventory but does not equip.

    Edit: Jeez I spent a bunch of time trying to figure it out and just after I ask I figured it out.
    #
    anruca 7 years ago
    Im sorry for not scrolling though the pages and see for an answer if there was one for this question...
    How can i change the font Notrium uses only for a mod?... cos i only want that type of font showing in my mod and not in other mods or in the menu...?
    #
    Pete 7 years ago
    "anruca" said:
    Im sorry for not scrolling though the pages and see for an answer if there was one for this question...
    How can i change the font Notrium uses only for a mod?... cos i only want that type of font showing in my mod and not in other mods or in the menu...?
    I dont think you can.
    #
    ZeXLR8er 7 years ago
    You can't, not unless you want to individually change every letter in the font graphic file. Even then, from what I've tried it seems to change the fonts for all mods. It possibly may work if you put the updated font file in your mod's directory (I haven't tried it for a long time), but I would recommend against trying at all; far too much effort for too little gain.
    #
    DRL 7 years ago
    "ZeXLR8er" said:
    You can't, not unless you want to individually change every letter in the font graphic file. Even then, from what I've tried it seems to change the fonts for all mods. It possibly may work if you put the updated font file in your mod's directory (I haven't tried it for a long time), but I would recommend against trying at all; far too much effort for too little gain.
    But it is THEORICALLY possible; simply create a "font.png" in the mod directory. THEORICALLY it should work.

    P.S.: I mean THEORICALLY beacuse I have not tried this yet.

    |EDIT|: After testing this, I found only one way to make it work as it was the only one ZeXLR8er said.
    Anyway, if you dare to do it, you can allways make backups
    #
    rabraham48 7 years ago
    i want to make a mod that would give the properties of sand to the alien corpses, you know how you run overthem and they "cling on to you". its gunna be either an item/weapon (corpse picker-uper) or and Accessory (MagneGrabber). how should i start?
    #
    Redemption 7 years ago
    The best way to do it would be to make the creatures drop plot objects when they die. Copying the sand plot objects should be helpful, just add a condition that checks to see if the item that picks them up is equipped (condition number 11).
    #
    anruca 7 years ago
    Ive got a litle problem... the food bar does not end like its supposed to end at 0 but it goes on with -1 and so on...
    same thing with the temperature bar max 100 max -100 but it goes of to 500 or -500 any one know how to fix these bugs?
    UPDATE
    nvm about that i just found out, it was becouse i used precent -1 so it went even more further than i expected.
    #
    INFERNUS 6 years ago
    is there any program that you can make notrium textures?
    #
    MageKing17 6 years ago
    Try any graphics editing program. The GIMP seems pretty popular.
    #
    INFERNUS 6 years ago
    tnx
    can you make different traces?
    and how to make that creature shots 2 bullets (like red laser and blue laser)?
    #
    Venom31 6 years ago
    Err... Dumb question. Can the E button be unassigned from weapon change forward? I haven't seen it in any of them "text" data files, is it hard-coded? IMO, mouse scroll is bad but enough for that task. + more keys for quick use
    #
    Dorten 6 years ago
    "INFERNUS" said:
    tnx
    can you make different traces?
    and how to make that creature shots 2 bullets (like red laser and blue laser)?

    What do you mean by different traces?

    And two different bullets at once is easy. Just make one be the main weapon, and the second - another weapon, which is automatically fired via the "effect on shooter"
    #
    INFERNUS 6 years ago
    i made a rocket turret witch shoot the rocket (creature) but i have problem
    i need to make the rocket with no collision, but i don t want that rocket go through wall
    how can i do that?
    #
    Venom31 6 years ago
    Do you mean your rocket should just keep away from them walls?
    #
    Anonymous1157 6 years ago
    He accidentally used confusing terminology. What he meant was that his rocket shouldn't explode but should indeed detect collisions.
    #
    Venom31 6 years ago
    Werivar mod's battledroids seem to fire rockets, that don't explode hitting walls, but instead try to come around to hit the target. I don't think this engine will allow a better solution. It's not D* or how it is called...
    #
    INFERNUS 6 years ago
    ok
    #
    anruca 6 years ago
    I've got a question.
    With what program can the Notrium engine be edited with?
    Not sure if this is the right place to ask the question but seems right.
    #
    Anonymous1157 6 years ago
    You can't modify the engine itself. The best you could do without paying Ville for a copy of the source is decompiling the game, but if you had to ask in the first place, then you really shouldn't be doing it, not to mention that it's probably copyright infringement to try.

    If you are actually referring to mods for the game engine, then you can use Notepad. Just open the .dat files in the mod's directory and edit away. By the same token, if you are actually referring to graphics, you can try GIMP, but don't ask me for help with it. (I hate it.)
    #
    Venom31 6 years ago
    I think I understand why anruca asks this. I myself try to "mod" Notrium, but not the way modding is understood usually. I just tweak (kinda "patch") its .dat files to be more like I'm seeing things right. For example, many item combos make some items with a weight more or less than the initial items had together! So we get excess weight or a weight loss, apparently not satisfying the laws of physics . Also, some items like Warp Gun seem to be too nerfed down, rendering them useless (DO NOT remind me of the Looking Glass, I still don't know what to make of it). And so on and so on... Starting from default controls (which are alright except for hard-coded "E" button) and ending with races' balance. The way the temperature effects are done. But there's nothing I can do with "E" and mouse wheel controlling the weapon change, because it's somewhere "inside". Also, changing that would state a problem "how to change weapons comfortably?" and it all comes into changing the GUI itself making the player be able to set his own hotkeys to weapons and what not, and changing the GUI involves making possible to "craft" items (e.g. set a queue to create 100 sniper bullets, not just one at a time), and..........
    AND Notrium no longer changes. So many of these points are "never". Unless a Notrium remake is done on the Driftmoon's engine or what...
    #
    anruca 6 years ago
    That too, but i was wondering if I plan on making a new screen appear that covers the whole view.
    Like well something similer to a FAQ but in game and helps you if any problems may accur.

    A total new screen with posibly a 3 or 4 sides, one shoud have like a side bar from which you can
    choose a group and then it show you a few monsters once you have killed it, and there to be a text
    button similer to this "<--- or just close" so you can pick another group.

    The other side woud posibly give you information about the monster another one as a view if there
    is a picture added of the selected type.

    And the last one coud be a view of the planet where it is located.
    Something like this if it is posible to add it some way.



    Any ideas?
    #
    Venom31 6 years ago
    People were making different invetories, but inventory has fixed look I guess. I really don't think one can make this new screen without adding code to Notrium itself
    #
    Pete 6 years ago
    While you can modify the background image of the inventory, I dont think you can mess with how the inventory itself works.
    #
    Venom31 6 years ago
    Hello. Another dumb question. May I use identifier "holes" to prevent identifier overlaps (e.g. some items group end with 238, and the next group goes on from 300)? If it's OK, how large these "holes" may be? I mean, if items are stored in a list or some map (hash-table), then it's probably not a problem (probably...), while if identifier is an array's index... Such use may induce too much bull^&*%
    #
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