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custom powerup items

Posted: Mon Aug 24, 2009 6:23 am
by Bantha55
Heyho.

I tried to create a custom powerup item that´s supposed to be dropped by a jedi when he´s dead.
So I created a odf called com_item_powerup_jedi
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = "item_powerup_jedi.msh"
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_jedi"
BuffDefenseTimer = "20"
BuffDefenseMult = "0.5"
Lifespan = "30"
SoldierHealth = "400"
SoldierEnergy = "200"
BuffOffenseTimer = "12"
BuffOffenseMult = "1.5"

Powerupsound = "com_weap_powerup_pickup defer"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"
Edited com_jedi_default
Hidden/Spoiler:
DropItemClass = "com_item_powerup_jedi"
DropItemProbability = 1.0
I put the new powerup icon odf in sides/common/odf and the msh belonging to it in sides/common/msh. But ingame when my hero dies the game crashes. The error report says that the dropitem can´t be found.

Does somebody knwo how I can make it work or is it just impossible?

Re: custom powerup items

Posted: Mon Aug 24, 2009 7:28 am
by mswf
Have you put the .msh for the powerup in the right folder?

Re: custom powerup items

Posted: Mon Aug 24, 2009 9:45 am
by Frisbeetarian
The game is probably not munging your new powerup. If you checked the error log, you'd probably find that it says the powerup called is missing.

The case may be that the powerups have to be part of the ingame.lvl file. If you put it with the rest of the powerups, edit the ingame.req to include only that extra powerup (you could just put it in with everything else, but that adds a bunch of extra space used), and munge common it should work. You will of course have to move the ingame.lvl over to your folder manually and reference it in your Lua script like you would when making load screens.