NewArmoursMod v1.3 Available

Talk about Severance Blade of Darkness modifications and maps here. No tips or tech support questions please, use the forum above. Note that the game is rated 18 so some content may be unsuitable for younger readers.

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Sir Random
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Postby Sir Random » Wed May 05, 2010 10:35 pm

It's possible to restrict an enemy to an area but it can't be done with just scripting, you would need to assign areas in LED and then recompile the map.

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IrateGiant
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Postby IrateGiant » Wed May 05, 2010 10:50 pm

OK, thanks for the explanation SR

Tomorrow NewArmoursModv1.1 [:)]

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prospero
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Postby prospero » Thu May 06, 2010 3:50 am

You can make all Great Orks so they are not affected by the Lava.

Code: Select all

Reference.LavaInmune.append("Great_Ork")

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Tomash
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Postby Tomash » Thu May 06, 2010 10:29 am

Idea may be for next version of the mod

There is a code in Enemigos.py from Volcano_M14:

##### salamanders -los unicos del juego, por cierto-

salamanders = darfuncs.E_Grup()
salamanders.OnDeath = aparecensalam

#1

o=Bladex.CreateEntity("VolcanoEspada45","HookSword",0,0,0,"Weapon")
ItemTypes.ItemDefaultFuncs(o)
o=Bladex.CreateEntity("VolcanoEscudo45","Escudo1",0,0,0,"Weapon")
ItemTypes.ItemDefaultFuncs(o)

pers=Bladex.CreateEntity("23Salamander","Skeleton",-43241.6804008, 17665.7873157, -42308.0367141,"Person")
pers.Level=lvl_control.GiveLevel(6,9)
pers.Angle=4.6663845927
Actions.TakeObject(pers.Name,"VolcanoEspada45")
Actions.TakeObject(pers.Name,"VolcanoEscudo45")
pers.ActionAreaMin=pow(2,28)
pers.ActionAreaMax=pow(2,29)
EnemyTypes.EnemyDefaultFuncs(pers)
pers.SetOnFloor()

salamanders.AddGuy(pers.Name)
salamanders.OnDeath = aparecensalam

darfuncs.HideBadGuy("23Salamander")

#2

o=Bladex.CreateEntity("VolcanoEspada46","HookSword",0,0,0,"Weapon")
ItemTypes.ItemDefaultFuncs(o)
o=Bladex.CreateEntity("VolcanoEscudo46","Escudo1",0,0,0,"Weapon")
ItemTypes.ItemDefaultFuncs(o)

pers=Bladex.CreateEntity("23bSalamander","Skeleton",-30265.518746, 17703.9650703, -41692.6826871,"Person")
pers.Level=lvl_control.GiveLevel(8,11)
pers.Angle=1.67758247772
Actions.TakeObject(pers.Name,"VolcanoEspada46")
Actions.TakeObject(pers.Name,"VolcanoEscudo46")
pers.ActionAreaMin=pow(2,28)
pers.ActionAreaMax=pow(2,29)
EnemyTypes.EnemyDefaultFuncs(pers)
pers.SetOnFloor()

salamanders.AddGuy(pers.Name)
salamanders.OnDeath = aparecensalam

darfuncs.HideBadGuy("23bSalamander")

#2

o=Bladex.CreateEntity("VolcanoEspada47","HookSword",0,0,0,"Weapon")
ItemTypes.ItemDefaultFuncs(o)
o=Bladex.CreateEntity("VolcanoEscudo47","Escudo1",0,0,0,"Weapon")
ItemTypes.ItemDefaultFuncs(o)

pers=Bladex.CreateEntity("25Salamander","Skeleton",-53808.9913171, 12795.0269512, -17188.6809504,"Person")
pers.Level=lvl_control.GiveLevel(8,10)
pers.Angle=3.09432133234
Actions.TakeObject(pers.Name,"VolcanoEspada47")
Actions.TakeObject(pers.Name,"VolcanoEscudo47")
pers.ActionAreaMin=pow(2,28)
pers.ActionAreaMax=pow(2,29)
EnemyTypes.EnemyDefaultFuncs(pers)
pers.SetOnFloor()


As we can see, RAS levelmakers used the salamanders as the guards of GreatFireSword at the begining. But then they replaced salamanders with skeletons. And we don't fight with this cool dragonlike creations in original Blade's adventure...

If your mod replace Enemigos.py anyway then you can restore the salamanders :)

##### salamanders -los unicos del juego, por cierto-
## edited for NewArmours mod

salamanders = darfuncs.E_Grup()
salamanders.OnDeath = aparecensalam

#1
# Lizards don't use weapon

pers=Bladex.CreateEntity("23Salamander","Salamander",-43241.6804008, 17665.7873157, -42308.0367141,"Person")
pers.Level=lvl_control.GiveLevel(6,9)
pers.Angle=4.6663845927
pers.ActionAreaMin=pow(2,28)
pers.ActionAreaMax=pow(2,29)
EnemyTypes.EnemyDefaultFuncs(pers)
pers.SetOnFloor()

salamanders.AddGuy(pers.Name)
salamanders.OnDeath = aparecensalam

darfuncs.HideBadGuy("23Salamander")

#2

pers=Bladex.CreateEntity("23bSalamander","Salamander",-30265.518746, 17703.9650703, -41692.6826871,"Person")
pers.Level=lvl_control.GiveLevel(8,11)
pers.Angle=1.67758247772
pers.ActionAreaMin=pow(2,28)
pers.ActionAreaMax=pow(2,29)
EnemyTypes.EnemyDefaultFuncs(pers)
pers.SetOnFloor()

salamanders.AddGuy(pers.Name)
salamanders.OnDeath = aparecensalam

darfuncs.HideBadGuy("23bSalamander")

#2

pers=Bladex.CreateEntity("25Salamander","Salamander",-53808.9913171, 12795.0269512, -17188.6809504,"Person")
pers.Level=lvl_control.GiveLevel(8,10)
pers.Angle=3.09432133234
pers.ActionAreaMin=pow(2,28)
pers.ActionAreaMax=pow(2,29)
EnemyTypes.EnemyDefaultFuncs(pers)
pers.SetOnFloor()

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IrateGiant
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Postby IrateGiant » Thu May 06, 2010 10:37 am

Very good idea Tomash!, I work with this now!! [:p]

Salamanders are coming!!! [:D]

Sir Random
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Postby Sir Random » Thu May 06, 2010 2:39 pm

IG,
The existing code will only make the Salamanders appear when the "FireBigSword" is taken.

If you want them to appear when the armour is taken, then add this line after the code that creates the armour:

Ontake.AddOnTakeEvent(o.Name,subelavera)

##############

Note:
There is a 'control zone' for the Salamanders, which restricts them to a certain area. If this keeps them out of the lava, then it could be used to keep ANY enemy out of the lava, like your original Great_Ork.

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IrateGiant
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Postby IrateGiant » Thu May 06, 2010 2:50 pm

OK, thanks SR, i´ll try to fix it [;)] ... and upload the version 1.3 [:D]

EDIT\

v1.3 ready and awaiting approval in MODDB

Amazon medium armour added [;)]

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IrateGiant
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Postby IrateGiant » Thu May 13, 2010 9:54 am

At last, here is the final version, and ready for download [:D]

http://www.moddb.com/games/severance-bl ... smodvers13

Enjoy new armours! [;)]

esfumato
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Postby esfumato » Thu May 13, 2010 4:35 pm

you only have to delete the old file. or raplace it with another one.

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IrateGiant
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Postby IrateGiant » Thu May 13, 2010 5:00 pm

Hi esfumato, thanks for the explanation but:

How can i add a mod?, I've tried but always denied [:(]

Could you explain in steps, how to add the mod "NewArmoursModVers1.3 in the "MODS" tab and not in "ADDONS".? [B)]

Sir Random
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Postby Sir Random » Fri May 14, 2010 3:02 pm

Hi IG,
What objects should I place in a mod map, so the new armours can be used?

I'd like to include the 'new armours' for anyone that has your mod installed. I'd investigate the code myself, but I'm already maxed out with to-do stuff... [B)]

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IrateGiant
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Postby IrateGiant » Fri May 14, 2010 3:33 pm

Hi SR

If I understand correctly, you want to know the objects that i have put as reference for the armors.

In the mod, I've asigned the following:

Coraza1 = Dwarf Light Armour (other armours for dwarf are re-named: light by medium and medium by heavy)

Coraza2 = Amazon Medium Armour

Coraza3 = Barbarian Medium Armour

Sir Random
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Postby Sir Random » Fri May 14, 2010 4:41 pm

Ok, thanks.

charly
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Postby charly » Mon May 17, 2010 7:28 am

Coraza2 = Amazon Medium Armour <- how this look like?

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IrateGiant
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Postby IrateGiant » Mon May 17, 2010 8:05 am

I know this charly, is a object a bit unbalanced for the amazon [:I][:D]


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