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Topic: problem with my mod Read 987 times  

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so i made a gamesys mod and changed a bunch of variables and the mod is working correctly except for just one setting. but i know the games loading my mod because all of the other changes are correctly implemented. the one change that isnt working is with the naturally occurring midwives across the game. the strange thing is, when i summon a midwife, my change is implemented... it only doesnt work on the midwives that occur naturally in the game world. the change is the velocity of their shot... any clues as to how to fix this? i was going to attempt a dml but i dont see it working anyways as the game is clearly detecting my change, just not applying it to the correct midwives.

673f906d9d570voodoo47

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yeah, those settings need to be changed on the concrete.

673f906d9d79eZylonBane

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Class definitions in the Dark Engine are called abstracts, and instantiated classes are called concretes. Abstracts have negative object IDs. Concretes have positive object IDs.

673f906d9d89bvoodoo47

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basically, you need to edit the midwife that already exists in the mission manually and set the values to match your gamesys. not all properties will get inherited from the gamesys, and projectile velocity is one of them.

673f906d9da72voodoo47

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you need to open the map, find the midwife, select it, and edit the projectile link. alternatively, you can write scripts that will do this automatically upon level start, but you really need to know what you are doing if you want to go that way.

also, I hope you didn't edit your gamesys without having a level loaded, that will break things.
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thats really weird because all of my other moster projectile edits worked im pretty sure... am i wrong? or is it just the midwife thats doing this? this is pretty confusing.

673f906d9dc2dvoodoo47

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anyone who already has a projectile link will have to be edited manually. melee guys should be fine.
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this only applies to all of the projectile properties but not anything under the monster right?

673f906d9de13voodoo47

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this applies to all properties* that are already set on the concrete. whatever already exists on the concrete, will override the value that is set on its archetype.


*there might be exceptions, but nothing comes to mind right now.
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