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Messages - Samo

181
Ruby's Mods / The Commission Mod
May 03, 2012, 05:55:24 PM
Very nice atmospheric screen Ruby.




I like the new idea.The trilogy seemed exaggerated to me a little bit cuz one unit would easily give up.
182
Welcome.And yeah ive seen your name around.
183
96?




I dont know..Play these games with Cole  :mad:
184
Ahh.But you aint helping me man  <img src="/wp-content/uploads/invision_emoticons/biggrin.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x" width="20" height="20">




1995-2012??  :dry:
185
1950-2012?
186
oookay..Lets say i trust you.




So what is it than? 2003-2012?
187
Ok test..




What is the best thing ever?
188
Mod Help / Editing load.def and sky textures?
May 01, 2012, 04:58:00 PM
I see it as a text file.So you can edit it with notepad  <img src="/wp-content/uploads/invision_emoticons/biggrin.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x" width="20" height="20">  .




But we have no acces to some things since we dont have the original SDK.So things such as cutscenes are not completely editable.
189
Mod Help / Editing load.def and sky textures?
May 01, 2012, 04:50:18 PM
Never heard about it.




Ive created manually cutscenes in scene2.bin by scripting.




And i know that cutscenes are started from a script in missions.But we are not able to edit records.




Only options for cutscenes ive got on mind is to create one manually or start an existing one.
190
Quotelol, i havnt lived from 1900 to 1950

 




Dont lie  <img src="/wp-content/uploads/invision_emoticons/tongue.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/tongue@2x.png 2x" width="20" height="20">
191
Mod Help / Editing load.def and sky textures?
May 01, 2012, 04:24:14 PM
What do you mean "load.def"?




Specify it  <img src="/wp-content/uploads/invision_emoticons/tongue.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/tongue@2x.png 2x" width="20" height="20">
192
Mod Help / Editing load.def and sky textures?
May 01, 2012, 03:23:02 PM
define you mean change the sky?Yes it is.In most scenes the skybox is called in file called "zapad".All you need to do is change that model best in DCED on the sky you need.
193
To select a place where to spawn you must create one in Bscript insert-"other"




Than just place it in the map you wish to spawn in MWE.(The map which will be the destination)




The number "07" has nothing to do with it.Its just a number of the saliery bar in certain mission.In this case the seventh mission.


 




So the proper script should look like this -


 




dim_act 1




dim_flt 1




findactor 0,"Tommy"


 




label 101




detector_waitforuse




commandblock 1




freeride_scoreadd 1




freeride_scoreget 0




setmissionnumber flt[0]




change_mission "MISE04-SALIERY","load z TUTORIAL",1




commandblock 0


 




You must create something like "load MISE04-SALIERY" in Tutorial.Than create this spawn point ive talked about earlier in MWE in the mission you wish to spawn in this case it is MISE04-SALIERY.And it is important to call it "load z TUTORIAL".Thats the place where the player will be spawned from Tutorial.




So the script works like this




1:Change mission to MISE04-SALIERY




2:place the player in "load z TUTORIAL"
194
Yes i know.But you need to add things such as detector_waitforuse etc..Because if you dont it will change your mission in a moment when you play the original one.




This "two players" thing will work only in a mission where there is Tommy already such as salieri bar,Sara mission.
195
Very interesting find.