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by Tomash
Sat Oct 01, 2016 9:48 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96723

Re: Level Editing: Scripting

The rational way is to add timer right before the using of TimerFunc tool and to remove timer right after the action is done
SuscribeToList can "create" and "erase"?
Yes, depending on argument
by Tomash
Sat Oct 01, 2016 12:05 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96723

Re: Level Editing: Scripting

def timerfunctionOFF (self):# me=Bladex.GetEntity (self.Name)# Get access to entity me.RemoveFromList ("Timer15")# remove timer linked to that entity me.TimerFuncs=""# remove function link me.SuscribeToList ("Timer15")# but then create such timer again me.Wuea=Reference.WUEA_ENDED# set Reference.WUE...
by Tomash
Sat Sep 17, 2016 3:25 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96723

Re: Level Editing: Scripting

RemoveFromWorld() does not remove object from memory. It just hides object from camera and collisions. You can hide object using RemoveFromWorld() and then take it back using PutToWorld() But after SubscribeToList('Pin') you can't get access to object anymore. Seems it's useful for economical use of...
by Tomash
Tue May 03, 2016 11:23 am
Forum: Severance BoD: Modding Community
Topic: Disable weapons breaking when parrying?
Replies: 2
Views: 2786

Re: Disable weapons breaking when parrying?

Find function Damage.BreakMySword which looks like: def BreakMySword(EntityName): me=Bladex.GetEntity(EntityName) if me.InvRight<>"": Actions.Stop_Weapon (EntityName,"Stop_Weapon") if Breakings.ExplodeSpecialObject ( me.InvRight , 24000.0)==1: if Reference.EntitiesObjectData.has_key(me.InvRight): de...
by Tomash
Sun Feb 21, 2016 1:24 pm
Forum: Severance BoD: Modding Community
Topic: BloodMod read this
Replies: 121
Views: 41113

Re: BloodMod read this

Respawn Mod uses Z button too. Seems best way is to allow player to choose button.
by Tomash
Tue Feb 16, 2016 5:32 pm
Forum: Severance BoD: Modding Community
Topic: BloodMod read this
Replies: 121
Views: 41113

Re: BloodMod read this

What are minimum system requirements fro Gorentity 2015?
by Tomash
Wed Jan 20, 2016 1:09 am
Forum: Severance BoD: Modding Community
Topic: fog fix
Replies: 6
Views: 3723

Re: fog fix

Use this rOpenGL.dll instead of original. Blade's directory/Bin/Raster

https://yadi.sk/d/zu5XDiD2eApL3
by Tomash
Tue Jan 12, 2016 3:07 pm
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53783

Re: LED Question

"Merge" function copies ALL sectors from one project to another. So to copy separated sectors you should previously delete all sectors which you don't want to copy. Make backup and try.
by Tomash
Tue Nov 10, 2015 9:40 pm
Forum: Severance BoD: Modding Community
Topic: make a TRUE mod documentation ?
Replies: 2
Views: 2921

Re: make a TRUE mod documentation ?

can someone make a state of all the MOD documentation ? Too many dead links dispatched everywhere. MOD with easy exemples and for making characters and anims, a step by step doc with printscreens Seems no. This kind of work is time consuming and thankless actually. I made some manuals for modding b...
by Tomash
Tue Nov 10, 2015 6:32 pm
Forum: Severance BoD: Modding Community
Topic: New Game Mode: Beast
Replies: 6
Views: 3556

Re: New Game Mode: Beast

#Ghostpointers are easy and usefull tool. #Create ghostpointer object with Position near model of orc, f.e: import darfuncs o=Bladex.CreateEntity("OrcGPointer","GhostPointer",62.7,-2005.4,-10308.5) o.Static=1 #Set onscreen title for it darfuncs.SetHint(o,"Orc..40 gold") #Use UseFunc param to link yo...
by Tomash
Mon Nov 09, 2015 2:49 pm
Forum: Severance BoD: Modding Community
Topic: New Game Mode: Beast
Replies: 6
Views: 3556

Re: New Game Mode: Beast

It´s posible get a transition like using a "Lever", but with a "GhostPointer" associated to a object?
Yes, it is possible
by Tomash
Sun Jun 21, 2015 9:41 am
Forum: Severance BoD: Modding Community
Topic: Diablozation II in progress
Replies: 20
Views: 7747

Re: Diablozation II in progress

Thanks, Daxon

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