Search found 1733 matches

by prospero
Mon May 21, 2018 1:46 am
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

Just had a runthough and got my arse kicked. :oops: The Eagles Claw is a heavy damage/low energy combo. I can't remember just what Knight attack it comes from. :roll: I tried to make the combat of the NPCs more interactive than the main game. The code is quite complicated, so some anomalies may cree...
by prospero
Sun May 20, 2018 4:40 am
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

Thanks Cieply.

I have fixed (I hope) all known code errors/missing files and a few little details.

http://www.petrbnsfineart.com/bladestuf ... tch001.zip

All the other console error messages are either 'normal' or non-critical. :D
by prospero
Sat May 19, 2018 10:27 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

The dog can get stuck now and then. The problem is that he has a long, thin 'footprint' and the collision sphere doesn't fit his shape. If I increase it he doesn't get stuck but he can't fit though narrow doorways. I left him in as he is quite good fun when he does work. :D btw. His health recharges...
by prospero
Sat May 19, 2018 10:20 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

Thanks livid. :D The 'big arrows' and the 'elevator death' are known issues in the game. You'll get them in any map. Or not. :lol: I'll check the potion storage. I increased it as you need plenty. You should also be able the collect cheeses. The Pollys should disappear once you have spoken to them a...
by prospero
Sat May 19, 2018 1:50 pm
Forum: Severance BoD: Modding Community
Topic: fugitive iv the fallen city still TBD
Replies: 64
Views: 29426

Re: fugitive iv the fallen city still TBD

Well I've dusted it off and given it a run though..... :D
by prospero
Fri May 18, 2018 5:24 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

I've fixed a few things..... I have other maps on my PC which I may have accidentally referenced. Of course it doesn't affect my setup which is why some things may not work on another PC. :wink: There are many half-opened doors that are not part of the gameplay. Just to make it a bit more confusing....
by prospero
Thu May 17, 2018 10:34 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

Thanks Guys. That's just the sort of information I need. :D Stand by for fixes...... Some of the traitors are easy to find and some are well hidden. Certain events will open doors to open new areas. If you get stuck there are plenty of enemies to fight. They will keep spawning until you find the sig...
by prospero
Thu May 17, 2018 7:26 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

OK. There is a .BOD file missing.

http://www.petrbnsfineart.com/bladestuff/mods/Bgz.zip

Unzip and copy the Bgz.BOD file to To3DChars folder. Uninstall/Install mod.

I'll update the main copy later......


On the whole I'm quite amazed that it works as well as it has so far..... :D
by prospero
Thu May 17, 2018 7:09 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

That error will only appear sometimes. There is obviously something missing somewhere.

Trouble is, I can't remember just how I did some things. :oops: Stand by for update.....
by prospero
Thu May 17, 2018 4:41 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

Well I didn't manage to jump though the grill but I have put a big invisible plank there just in case. :D As a matter of interest, can you get text on the Journal? It's strange that the Moria text works as it's basically the same code. What screen Resolution are you running at? Is it the same in Ful...
by prospero
Thu May 17, 2018 4:06 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 103531

Re: Level Editing: Scripting

I think the ones you want are Tkn_alarm01 and Tkn_alarm02 Heres a handy little function to test them.. def Anm1(): #### pers=Bladex.GetEntity("TestTraitorKnight") ####pers.LaunchAnmType("Tkn_alarm01") ####Actions.ReportMsg("Tkn_alarm01") Bladex.AddInputAction("Anm1", 0) Bladex.AddBoundFunc("Anm1", A...
by prospero
Thu May 17, 2018 3:54 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

Re: New Maps and Mods.

Thanks for the info.... You seem to have penetrated the underground. There is a big network of tunnels which was originally part of the game but I sealed them off as I thought it was all getting over-complicated. So there will be unfinished bits. You end up in that pit only if you get permanently ki...
by prospero
Wed May 16, 2018 1:15 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 44
Views: 9526

New Maps and Mods.

I have started this topic to post links to new Maps and Mods. :D I have a new one. I say 'new', I have been working on it for 10 years and if it isn't finished now it never will be. :lol: http://www.petrbnsfineart.com/bladestuff/mods/PeasantsRevolt.zip Unzip into the BODLoader/Mods folder and you sh...
by prospero
Wed May 16, 2018 1:56 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 103531

Re: Level Editing: Scripting

You need to activate the damage with:


spike.MessageEvent(MESSAGE_START_WEAPON,0,0)

and deactivate it when it's finished with:

spike.MessageEvent(MESSAGE_STOP_WEAPON,0,0)


('spike' is the variable the object is assigned to. )
by prospero
Sun May 13, 2018 5:36 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 103531

Re: Level Editing: Scripting

Have you got....

Bitmaps -> ..\..\3dObjs\3dobjs.mmp

... in your .lvl file?