Returning modder questions

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MetalcoreRancor
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Returning modder questions

Post by MetalcoreRancor »

If I was to make a map, I have some concepts in my head that I want to have answers for before I commit to my concept.
  • Has anyone explored POV settings and played around enough to know the limits of angles? (ie, I want birds eye view)
  • Has any new tools emerged to help the community since 2012?
  • Compatibility issues with windows 10 involving any programs?
  • Not really a big deal but a minor concept question: Is it scriptable to make it so when you pick and spawn as a class, it is removed from being chosen again?
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Anakin
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Re: Returning modder questions

Post by Anakin »

1: i don't know. Ask Marth, he played around with the camera position in MEU
2:
http://www.gametoast.com/viewtopic.php?f=64&t=29691 tga2ter. That generates from a tga file a high map for your terrain. Maybe the most use full tool that have been released in the past.
viewtopic.php?f=64&t=32005 Log evaluation that helps you sort the error log.
3: There are no known issues.
4: I have no idea. But i'm pretty sure it is possible.

and welcome back to modding :D
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Luke
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Re: Returning modder questions

Post by Luke »

4: What about setting the spawn limit for the unit to 1? So nobody else would be able to spawn as this unit
MetalcoreRancor
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Re: Returning modder questions

Post by MetalcoreRancor »

Luke wrote:4: What about setting the spawn limit for the unit to 1? So nobody else would be able to spawn as this unit
The concept is to eliminate the ability to respawn or reuse the class once its gone its gone.
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AnthonyBF2
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Re: Returning modder questions

Post by AnthonyBF2 »

I discussed camera data with another user recently. It's possible to get bird's eye view but I didn't play with it much so it kinda sucks.
viewtopic.php?f=27&t=31958

EDIT
MetalcoreRancor wrote:
Luke wrote:4: What about setting the spawn limit for the unit to 1? So nobody else would be able to spawn as this unit
The concept is to eliminate the ability to respawn or reuse the class once its gone its gone.
I just had an idea for this, it will require some trickery.

1) Set up your character in their own individual side files, in one side file set PointsToUnlock to something silly like 999. Name each character req the same thing.
2) In your map script set up the character you intend to be playable. Make sure you call both side files with each character.
3) With scripting you can detect when player dies, then use AddUnitClass to call the 999 locked points class, this should overlap the previous playable class.
MetalcoreRancor
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Re: Returning modder questions

Post by MetalcoreRancor »

this seems doable and the topic was informative. Thanks
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Re: Returning modder questions

Post by AQT »

anthonybf2 wrote:I just had an idea for this, it will require some trickery.

1) Set up your character in their own individual side files, in one side file set PointsToUnlock to something silly like 999. Name each character req the same thing.
2) In your map script set up the character you intend to be playable. Make sure you call both side files with each character.
3) With scripting you can detect when player dies, then use AddUnitClass to call the 999 locked points class, this should overlap the previous playable class.
You can't load two characters with the same name without one overwriting the other. What's wrong with just having one version of the character and using SetClassProperty to change its PointsToUnlock?
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AnthonyBF2
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Re: Returning modder questions

Post by AnthonyBF2 »

Hidden/Spoiler:
[quote="AQT"][quote="anthonybf2"]I just had an idea for this, it will require some trickery.

1) Set up your character in their own individual side files, in one side file set PointsToUnlock to something silly like 999. Name each character req the same thing.
2) In your map script set up the character you intend to be playable. Make sure you call both side files with each character.
3) With scripting you can detect when player dies, then use AddUnitClass to call the 999 locked points class, this should overlap the previous playable class.[/quote]
You can't load two characters with the same name without one overwriting the other. What's wrong with just having one version of the character and using SetClassProperty to change its PointsToUnlock?[/quote]
Brain.exe wasn't fully functional at the time of my previous post. :wink:
MetalcoreRancor
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Re: Returning modder questions

Post by MetalcoreRancor »

anthonybf2 wrote:
Hidden/Spoiler:
[quote="AQT"][quote="anthonybf2"]I just had an idea for this, it will require some trickery.

1) Set up your character in their own individual side files, in one side file set PointsToUnlock to something silly like 999. Name each character req the same thing.
2) In your map script set up the character you intend to be playable. Make sure you call both side files with each character.
3) With scripting you can detect when player dies, then use AddUnitClass to call the 999 locked points class, this should overlap the previous playable class.
You can't load two characters with the same name without one overwriting the other. What's wrong with just having one version of the character and using SetClassProperty to change its PointsToUnlock?[/quote][/hide]

Brain.exe wasn't fully functional at the time of my previous post. :wink:[/quote]
My brain.exe keeps receiving Severity Error 3's when it comes to LUA. Just ask AQT, Zerted, literally half the community here that I bothered with LUA coding questions through the years XD
(And likely in the future :P)
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Re: Returning modder questions

Post by Anakin »

god! and i thought i'm the only one :D
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Kingpin
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Re: Returning modder questions

Post by Kingpin »

MetalcoreRancor wrote:
  • Compatibility issues with windows 10 involving any programs?
I personally have problems navigating in ZeroEditor on Windows 10. I can run it fine, but am stuck at the starting screen.
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Re: Returning modder questions

Post by CdtFox »

Kingpin wrote:
MetalcoreRancor wrote:
  • Compatibility issues with windows 10 involving any programs?
I personally have problems navigating in ZeroEditor on Windows 10. I can run it fine, but am stuck at the starting screen.
The Visualmunge too...You need the "improved & fixed munge files" :?

And me too, I can't start Zeroedit under win 10
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Anakin
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Re: Returning modder questions

Post by Anakin »

Run as admin, ands it'll start
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Re: Returning modder questions

Post by CdtFox »

Anakin wrote:Run as admin, ands it'll start
Already try it...doesn't work too...
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Re: Returning modder questions

Post by Noobasaurus »

While we're on the topic of ZE, I can say that it works flawlessly on Windows 10. However, if you haven't already tried, 3DAnalyze might help.
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