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Topic: Tweaking via ShockEd no longer works. Read 1276 times  

673f910ba1d07
 Trying to edit enemy HP and weapon damage again but for some reason, the changes I make via ShockEd are not sticking. I can make a change, save it and quit, but I load it up and the values are what they were before.

The odd thing is that my tweaks from last playthrough are still there.

I load up a .mis, tweak what I want, and then save the gamesys but no dice. Any ideas?

673f910ba1eafvoodoo47

673f910ba1f00
you are probably not overwriting the gamesys you should be overwriting (ex. the vanilla gamesys in the data folder instead of the Secmod gamesys in the Secmod folder).

or just do it via dml, and you won't have to worry about where the edited gamesys is at all.
673f910ba2018
That was partially the problem - I was indeed editing the wrong .gam. The values do stick but make no difference.

So weird. My changes worked before. I changed pipe hybrid hit points to 112000 but they still die in 2 hits of a double slugged shotgun.

673f910ba20b2voodoo47

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the concrete may already have the props assigned, if that's the case, they will overwrite the gamesys value.

673f910ba22c7voodoo47

673f910ba2312
if the hybrid that is placed on a map already has a HP value set, gamesys changes will have no effect on that particular instance of a hybrid.

same with some other props, like physmodel - changing the gamesys will only affect newly spawned concretes, all those that already exist will have to have their physmodel reset manually.
673f910ba2409
Ah, so I'd have to kill that particular hybrid/enemy or reenter the level for the HP to change? Would that work for the projectile changes because I still can't get the projectile damage to change.

673f910ba24cavoodoo47

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the existing concrete needs to be modified manually (for hp if the prop exists on the concrete, for its projectile damage always, as that always exists on an already existing concrete, see its AIprojectile link).

new spawns will be fine - so if you do a gamesys change of hp and/or AI projectile damage, go ingame, and summon the AI using cheats, everything will work.
673f910ba263b
Well, projectile damage as in the damaged I do - I still can't get my bullets to do less damage. I'm trying to tweak the absurd strength of shotgun double shot in Secmod 3. You may remember that we talked about this last year, but TF got it to work but he never responded after I told him that I was saving it in the right spot. As it is, there's no point in using single shot since double does more damage and uses less.

673f910ba26e7voodoo47

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-3422 and -3423 and their act/react sources are what you need to be looking at.

and again, the sooner you learn to tweak such things with dmls instead of hard edits, the better.
673f910ba282a
Why is it better if I use DML tweaking for that?

Also, changing the Standard Impact of both of those still does nothing. Strange how TF got it to work but I can't even when we're both editing the same variables.
« Last Edit: 16. April 2019, 17:10:05 by Joe »

673f910ba28ffvoodoo47

673f910ba2948
the dml itself is a perfect changelog, everything you have done is there, never getting lost or forgotten, something that can easily happen with a gamesys you've edited thousand times over. no risk of gamesys corruption. being able to continue using your own tweaks even when the gamesys gets updated by the current maintainer. being able to easily tweak the tweaks further.

also, just tried to edit -3423, lowered intensity from 2 to 1, works perfectly fine.
673f910ba2a99
I may give it a go.

To make sure I'm in the right spot: https://imgur.com/1aBFYyg

I changed those variables to 0 just for testing.

673f910ba2b46voodoo47

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looks like I was actually checking the vanilla gamesys, but yeah, works in the Secmod gamesys as well, deleted the second stim and damage went down the drain instantly.
673f910ba2c9c
What the fuck, man? Is my installation busted or something?

673f910ba2d48voodoo47

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that certainly is a possibility.
673f910ba2ef9
Hmm, I may have thought of a workaround... do you know of a way to tweak how much ammo is consumed per shot? In vanilla SS2 it's triple shot and uses 3 shells. Clearly TF found a way to reduce it to 2 shells. I was thinking I could increase the amount consumed to 3-4 again so it's more balanced.

673f910ba2fa0voodoo47

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base gun description prop on the shotgun archetype. fixing whatever is going on in your install before doing anything else would be a good idea though.
673f910ba30ce
Other than the double shot tweaks not working everything else is okay - I got my health tweaks, cyber module tweaks, etc. What could potentially be wrong with it?

673f910ba3216voodoo47

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ok, let me ask this way, if you shoot a rumbler with the shotgun double pellet shot, it will die after four shots, after deleting the second Secmod specific stim, it's way more than that - are you saying that deleting the second stim in your install has no effect? deleting the stim, going ingame from the editor, spawning a rumbler, and shooting it?

anyway, "when in doubt, create a fresh SS2 install".
673f910ba338f
 I increased its health to 750. If I delete the second stim, how could I get it back? Wouldn't setting the second stim to 0 have the same effect?

EDIT: Is the Setting Header and Setting Text what I want to edit to change the text for my altered ammo consumption? I changed the Double Shot to use 4 shells so I want to call it Quadruple Shot but the text isn't changing, but firing the shotgun uses 4 shells so that works at least.
« Last Edit: 16. April 2019, 19:51:12 by Joe »

673f910ba3430voodoo47

673f910ba3479
you'll have to modify the UI texture if the hud button is what you want to change.
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