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by prospero
Thu May 17, 2018 4:41 pm
Forum: Severance BoD: Modding Community
Topic: New Maps and Mods.
Replies: 38
Views: 6455

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: 96607

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: 38
Views: 6455

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: 38
Views: 6455

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: 96607

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: 96607

Re: Level Editing: Scripting

Have you got....

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

... in your .lvl file?
by prospero
Fri May 11, 2018 10:20 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96607

Re: Level Editing: Scripting

Have you got this code: import GameText GameText.MapList ['MYMAPNAME'] = 'mymapname' ...in you DefFuncs file? It needs to be the the exact name on you map folder at the end and a CAPITALISED version between the []s This enables the savegame and the F1 key. I can't think why the ext light doesn't wor...
by prospero
Thu May 10, 2018 8:10 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96607

Re: Level Editing: Scripting

Just spotted the problem. You seem have the third param as 0. So the sunflare/exterior light is at ground level. :D

Best to set the ext light in LED so the shadows are where you want them and use the same setting for the sunflare.
by prospero
Thu May 10, 2018 8:06 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96607

Re: Level Editing: Scripting

How are you going about applying the lever texture? Is it a new one you have created yourself? You can overwrite textures without altering the 3DObjs.mmp by compiling your own bitmap into new new .mmp file (mylever.mmp) Remember the name of the bitmap must be exactly the same as material name compil...
by prospero
Wed Apr 18, 2018 5:34 pm
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53624

Re: LED Question

CodeTags = 0
QuoteTags = 0


def DoesItWork():
if not CodeTags:
QuoteTags = 1
return QuoteTags
return 0

fixed = DoesItWork()

apparently not. :?
by prospero
Mon Apr 09, 2018 3:22 pm
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53624

Re: LED Question

:D That's Great! Pleased you got it running. :D

You may depend that whatever foul-ups you get, I've probably had them before. :lol:
by prospero
Mon Apr 09, 2018 2:22 pm
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53624

Re: LED Question

btw.... All that Player reset code is not really essential. It's just that if you are playing
a main game level and exit and load a custom map, you will get the Player from the main
game instead of the one intended in the custom map. :lol: Otherwise it's not needed.
by prospero
Mon Apr 09, 2018 2:17 pm
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53624

Re: LED Question

Where have you added the code? The sequence is important.

You should have:

execfile("..\\..\\Scripts\sys_init.py")

Bladex.ReadLevel("MyMapLevel.lvl")

execfile("..\\..\\Scripts\BladeInit.py")


.... before


execfile("DefFuncs.py")

.......... and all the other files you have made
by prospero
Mon Apr 09, 2018 10:59 am
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53624

Re: LED Question

Thanks Tomash. I was over-thinking that a bit. :lol:
by prospero
Mon Apr 09, 2018 2:18 am
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53624

Re: LED Question

Only one explanation I can see. There isn't a file in Lib/Widgets named ScorerWidgets.py Check to see there is/isn't one. The filepaths are defined in Scripts/sys_init.py the line is: sys.path.append("../../Lib/Widgets") But there is no reason I can think of why this has been missed as the file must...

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