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by prospero
Mon Apr 09, 2018 2:03 am
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53675

Re: LED Question

Strange. It seems like the Lib/Widgets folder is somehow out of scope.

There is somewhere in the load routine where all the filepaths are defined. I'll have look.......
by prospero
Mon Apr 09, 2018 12:13 am
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53675

Re: LED Question

It is probably something very simple but the problem is I can't spot an error because the code posted is not formatted as code. I don't know why the code tags don't work. Here's a picture anyway.... http://petrbnsfineart.com/images/code001.jpg (ignore the yellow highlight) btw. What are you using as...
by prospero
Sun Apr 08, 2018 8:33 pm
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53675

Re: LED Question

:( btw. The code tags don't seem to be preserving the indents.
by prospero
Sun Apr 08, 2018 8:29 pm
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53675

Re: LED Question

:P When you get the console working you will find this useful.... http://www.petrbnsfineart.com/bladestuff/mods/ConsoleOutputfile.zip Replace the existing file Lib/ConsoleOutput with theis file and the console output will be saved as DeBug.txt in the map folder (The one in the main game folder, not ...
by prospero
Sun Apr 08, 2018 7:18 pm
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53675

Re: LED Question

Hi Kn1ns. The OGL viewer is extremely tricky, but it does work. When you recompile the map you must first run it in the game before you can use the viewer in the LED. If you don't do this the viewer is referencing an older version. So if you change something in the .mp file these changes will not sh...
by prospero
Fri Dec 01, 2017 12:33 pm
Forum: Severance BoD: Modding Community
Topic: fugitive iv the fallen city still TBD
Replies: 61
Views: 25608

Re: fugitive iv the fallen city still TBD

Hi Trinitron. :D

The last few years I've had very little time. But FIV is still in progress. :P

I've another map which is nearer completion. It's quite interesting. :roll:
by prospero
Mon Jun 26, 2017 2:44 am
Forum: Severance BoD: Modding Community
Topic: LED Question
Replies: 217
Views: 53675

Re: LED Question

The LED blanks out now and then. I have never been able to figure out why, I think it's something to do with closing the file and not saving. :?: Just remember where the .ini file is. :D The sun flare is purely cosmetic. Won't affect the performance at all. btw. All the RAS maps create the sun with ...
by prospero
Sat Jun 24, 2017 2:46 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96640

Re: Level Editing: Scripting

As for custom behaviour, you can stitch on animations and such, but I find by far the best way is to create a whole new race using a new or cloned model. This way it's all self-contained and you have total control. The procedure is quite straightforward but not exactly simple. If you check our 'Dwar...
by prospero
Sat Jun 24, 2017 2:28 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96640

Re: Level Editing: Scripting

Ghost Sectors are created using code and don't rely on sectors hard-coded into the map structure. They require different handling to trigger sectors using the map sectors. You can create them in the LED using the ghost sector tools and export them to an .sf extension file. The sectors are not saved ...
by prospero
Tue Jun 13, 2017 4:54 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96640

Re: Level Editing: Scripting

btw. If you do use Entity ElectricBolt in a trap or whatever, you need the Damage attribute set to 1

ray.Damage = 0 # and you can touch them. change to 1 and get fried

and you can switch them on and off with

ray.Active = 1 #or 0
by prospero
Tue Jun 13, 2017 4:48 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96640

Re: Level Editing: Scripting

I'm not completely sure what you saying. The damage effects don't do the damage. They are just for show. What means are you using to actually inflict the damage? I'm not sure if the 'electric bolts' actually do Electric damage. Could be wrong. :? You can add special damage to any weapon by tacking i...
by prospero
Fri Jun 09, 2017 11:49 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96640

Re: Level Editing: Scripting

Take a mo to study Actions.py. There are all the 'handler' functions. If you use Actions.TakeObject("Player1", "WhateverSword")... .....the sword will just appear in your hand. The functions in Actions check the state of the Player at the moment the the object is 'used'. He may already be holding so...
by prospero
Fri Jun 09, 2017 2:10 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96640

Re: Level Editing: Scripting

There is a function to make the Player drop any object he is holding.

As you say it's a bit complicated.

My programming is a bit rusty. I'll have a look later......

Try...

Actions.TryDropRight("Player1")


Obliviously you would need to use scheduled functions to fix the timing of all the moves.
by prospero
Thu Jun 08, 2017 2:26 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96640

Re: Level Editing: Scripting

:o I don't know what is wrong with the code tags. They are suppose to preserve the formatting but
apparently they don't. Hope you can pick the bones out of it.
by prospero
Thu Jun 08, 2017 2:24 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 96640

Re: Level Editing: Scripting

OK. I did find a solution to the savegame labels getting lost. It's a tad complicated but it's the only surefire way that I know of. The reason the stone club label works is that in the main game it's not pickupable. So if you give it a label in a mod that is the only time it's defined. Regular usab...

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