IÂ´m testing your code from NewOrcCity and WizardÂ´s Domain in my mod but not using the NewStuff method. First IÂ´m testing with the modified original characters like ChaosKnight, with original combos, but I have some problems: [:I]
1)I donÂ´t know how create combos, for example like original Barbarian "Chaosword combo" in "ChkCombos.py" Example: (A+F)+(B)
2)What function I need import to see the magic effect of energy ball of "Chk"? and "FireBalls" for example?
3)I have a problem with attack assignation; I assign the "A" key to a attack animation but the game not recognise this. IÂ´m try to see if the "BAct.py" and "AnimationSet.py" donÂ´t have animationsset but yes. Any solution?
4)Testing my mod a message appears in the console "Error Creating frame of class MenuWidget.B_MenuTree" [xx(] How can I solve this?
IÂ´ve a code question: [:I]
Using your WizardÂ´s code IÂ´m trying to use your method to select "WizardÂ´s Skins" but replacing the skin by other original models like "Barbarina_N", "ChaosKnight", etc [:D]
For example from "Wizards Domain" "pj.py":
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char=Bladex.CreateEntity("Player1","Wizard_A",initpos,initpos,initpos, "Person") standin=Bladex.CreateEntity("ActorMasklin","Wizard_A",-3841, -1069, -11508, "Person") standin.Angle=0.0 if SkinName=="SkinB": char.<font color="green">Bladex.CreateEntity("Player1","ChaosKnight",initpos,initpos,initpos, "Person")</font id="green"> standin.<font color="green">Bladex.CreateEntity("ActorMasklin","ChaosKnight",-3841, -1069, -11508, "Person")</font id="green"> standin.Angle=0.0 elif SkinName=="SkinC": char.<font color="green">Bladex.CreateEntity("Player1","Barbarian_N",initpos,initpos,initpos, "Person")</font id="green"> standin.<font color="green">Bladex.CreateEntity("ActorMasklin","Barbarian_N",-3841, -1069, -11508, "Person")</font id="green"> standin.Angle=0.0
This method not is correct but something similar is my idea. [:I][:D]
How can I do this? Thanks!
Can't remember how I did it now, Menu stuff is quite tricky. But if you look though the Wizard Menu file you should be able to adapt it.
* The standin guy just appears on the opening screen. You don't need him. It's the same way it's done in the Player selection map.
As a matter of interest (or not), the actual "Player1" in that map is a spider. Not controlable of course.[:p]. But if you use a cheat to go to another map while this map is loaded, the Player becomes a spider and you can walk (scuttle) around. But as soon as you try to Use something the game will crash. [B)]
I need to borrow some animations from other chars to make him fully workable. He has no strafe animations of his own, but he may fight OK without them.
I want to create a "BeastMode" like GeoW3 [:D] with only the original movements of enemies. [:)] My idea is create a system of selection like "select skins" of WizardÂ´s Domain [:)] but with the respectives enemies icons. All this with a score system, killing enemies like "Traidor_KnightÂ´s" and fight the original heroes. And trying to add "Sword War Heroes".
I need many time to finish this idea, IÂ´m trying to adapt the WizardÂ´s Domain Menu with NewOrcCity SelectionMenu. [xx(][:I]
I tend to think he will be better with his basic moves rather than making him more agile. There is no run anims, so he only moves at one speed. But that's in keeping with the nature of the guy. Same with attacks. He is like a tank. Powerful, but not a great deal of finesse.
A flamethrower attack would be good.[:p]
The launch balls attack is probably the easiest thing to get working. But it really needs some refinements in the tageting methods:
If enemy selected, balls targets that.
If no enemy, a scan system is needed to locate nearby visible enemies. That way you can bring down archers on high walls.
If no enemies at all, target a set point in front.
It would be nice to develop the ball attack to include different types of projectile. Not too difficult.
His weapons are somewhat limited. Basically all he needs is his "Espadon" and maybe a big hammer. The code needs to be tweaked so he can use other weapons. I did some nice big hammer models for CK-based enemies in ProsperoArena1. I need to put in some code to adjust his weapon damage as he levels up. The Espadon at it's default power is to big for him at level 1.
He can strafe while locked onto an enemy now. Also got 4 attacks working.
Fixed his step sounds. I haven't kept the quake effect, because that is tends to mak your eyes go funny after a while.[B)]
Got a great flamethrower attack working. You can do it continously. Bt it needs something to limit it's use, like a fuel level so you have to look for gas cans to drink to top it up.
Got probs with sheathing weapons, but I'll sort that eventually.
Got him to run using a cloned version of the walk anim speeded up slightly for running. It's a slightly quicker walk really.
Flame thrower works great! [8D]
Made it so he never loses energy in an attack. As he has a limited mumber of attacks and is rather clumsy, I thought he needed an advantage. [:)]
Got to add all the "take" animations. Also see if I can get him to climb/jump.
Quite good fun so far. He knocks the cr*p out of Traitor Knights.[:D]
I think that I need to install the new maps independiently of the mod and then load the maps with #execfile("...\...\Maps\.lvl")#
But maybe we can do this more easy, with "Installnewstuff.py" adapting code: "Adst= ('../../Anm')" to "Mdst= ('../../Maps')"?
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Mdst= ('../../Maps') MapsFiles=os.listdir('../../BODLoader/Mods/WizardsDomain/ToMaps') for file in AnmFiles: newfile = os.path.basename (file) Msrc= ('../../BODLoader/Mods/WizardsDomain/ToMaps/'+newfile) if os.path.exists('../../Maps/'+newfile): #print "Exists file: ",newfile # if file already exists in dest dir, check for for mod time if getmtime('../../Maps/'+newfile) < getmtime(Msrc): shutil.copy(Msrc,Mdst) print "overwriting : ",newfile else: print "NOT exists: ",newfile #if file does not already exist at dest dir, copy it straight to dest dir shutil.copy(Msrc,Mdst) print "copying: ",newfile
Furthemore IÂ´m trying to asign a object to a selection of a character and this to the new map. Example:
Push "AdoquinPulsador" --> load "NewMap.lvl" --> select "Barbarian_N"
Push "AdoquinPulsador2" --> load the same "NewMap.lvl" --> select "Dwarf_N" (This selection change pj.py)*
Push "AdoquinPulsador3" --> load the same "NewMap.lvl" --> select "Amazon_N" (This selection change pj.py)*
Any idea about how to do this? Sorry my english. [:I]
You can use a special configuration file instead to change pj.py
# In your "Push the block" script
cfgfile = open("../../Config/NewMap.cfg", "w")
cfgfile.write("PlayerKind = 'Dwarf_N' ")
# In your pj.py
char=Bladex.CreateEntity('Player1', PlayerKind, ...
This is the exit function from the Wiazard map:
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def Exit(): global NextMap if NextMap=="": Bladex.LoadLevel("Casa") print "Loading Casa map" return import os import WizGotoMapVars # check follow-on maps are actually installed..... if NextMap=="1": if not os.path.exists ("../../Maps/RuinsWiz/Cfg.py"): Bladex.LoadLevel("Casa") else: WizGotoMapVars.EndOfLevel("RuinsWiz") elif NextMap=="2": if not os.path.exists ("../../Maps/DwarfWiz/Cfg.py"): Bladex.LoadLevel("Casa") else: WizGotoMapVars.EndOfLevel("DwarfWiz") elif NextMap=="3": if not os.path.exists ("../../Maps/BarbWiz/Cfg.py"): Bladex.LoadLevel("Casa") else: WizGotoMapVars.EndOfLevel("BarbWiz") elif NextMap=="4": if not os.path.exists ("../../Maps/KnightWiz/Cfg.py"): Bladex.LoadLevel("Casa") else: WizGotoMapVars.EndOfLevel("KnightWiz") else: Bladex.LoadLevel("Casa") print "No Next Map Selected"
you can use any method you like to trigger a function like this.
Note the clause that checks whether or not the next map is actually installed.
You can install any map with the BODLoader, but leave out the front menu so you can only start them though leaving another map.
WizGotoMapVars.py is a version of GotoMapVars.py customised for the Wizard because he has extra information that needs to be carried with him. For standard RAS Players, use GotoMapVars.
Note the falsafe clauses that laod the 'Casa' map. This just takes you to the menu screen.
btw. If you try this in the Wiz map you won't go anywhere new as only I have the folow-on maps which I'm working on. (among other things....[:)])