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Showing content with the highest reputation on 01/13/2016 in all areas
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RRU Quotes 2: Reckoning
noghiri and 2 others reacted to someswedish for a topic
Meanwhile on the skype group...3 points -
Free treasure chests
aidenpons reacted to lol username for a topic
Go to STUFF\TERRAFORM\PROPS\FUNCTIONAL.TXT. For the treasure chests defined here, comment out the SetFlags and add a price (I'm not sure if the price is required though). It should look something like this: PropType TreasureChestSmall { GadgetName = 'TreasureChestSmall' GadgetType = #Blowup BuilderScene = 'BuilderTreasureChests' Ability = 'MegaItem_CanBePickedUp' Ability = 'Discoverable' Ability = 'StudsDiscoveryChestAbility' SpawnSfx = 'Prop_Spawn' Price = 250 //SetFlag = #NotUserPlaceable //SetFlag = #SaveState } PropType TreasureChestLarge { GadgetName = 'TreasureChestLargeNew' GadgetType = #Blowup BuilderScene = 'BuilderTreasureChests' Ability = 'MegaItem_CanBePickedUp' Ability = 'Discoverable' SpawnSfx = 'Prop_Spawn' Price = 250 //SetFlag = #NotUserPlaceable //SetFlag = #SaveState } PropType TreasureChestLargeNew { GadgetName = 'TreasureChestLargeNew' GadgetType = #Multistate BuilderScene = 'BuilderTreasureChests' Ability = 'TestMultiStateAbility' Ability = 'Discoverable' SpawnSfx = 'Prop_Spawn' Price = 250 //SetFlag = #NotUserPlaceable //SetFlag = #SaveState } Next time you see a big or small chest you'll collect it, be able to buy it for 250 studs (or whatever you put), and place them like any other prop. It also won't save that they've been looted, so you can use them over and over again. Chests you've looted before making the change will remain looted, though. The small chest has an icon, the large one doesn't, but is right next to the small one, so it's still easy to find. I dunno what the difference between TreasureChestLarge and TreasureChestLargeNew is, presumably the new one is the one currently in use. Edit: See also; unlocking props by default: http://www.rockraidersunited.com/topic/6566-unlocking-props-by-default-unused-props/ Edit: Video.1 point -
Good Alternatives to Fraps?
Zed reacted to aidenpons for a topic
You can get your hands on HyperCam2 for free - HyperCam 3/4 cost money though. #2 works fine for me.1 point -
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RRU Quotes 2: Reckoning
noghiri reacted to Lair for a topic
[11:20:07 PM] Alcom Isst: What's wrong with the friendzone? I like the friendzone, there are friends in it!1 point -
RRU Quotes 2: Reckoning
Alcom Isst reacted to le717 for a topic
[10:53:29 AM] The Ace Railgun: Damn it you guys….I had Undertale dreams last night, and all the characters were voiced by Pereki… [10:57:46 AM] Bug Catcher:1 point -
The DAT format has changed
aidenpons reacted to NotARaptor for a topic
Nothing is unmoddable! I haven't had nearly enough time to spend on it as I would have liked (fulltime job, wife, kid [who loves playing Lego Worlds with me!]), and since Update 3 was looming where they probably would have changed the encryption scheme anyway, I didn't pursue what I was doing. But it's definitely possible - it just involves stepping through disassembly. I've successfully managed to inject code into the process and monitor all the file input/outputs - pretty sure I could "inject" a replacement file and make LW think it came from the .DAT file, even if it is larger. The text files are encrypted of course, and that's going to be the difficult one. Nothing is unmoddable! Just more challenging1 point -
RRU Quotes 2: Reckoning
lol username reacted to Ayliffe for a topic
[00:39:44] The Ace Railgun: Funfact: the bug spray I use attracts bees. [00:41:30] jamesster: that doesn't sound like a very fun fact [00:42:20] Noghiri: it is if you're studying bees1 point -
RRU Quotes 2: Reckoning
Alcom Isst reacted to Ayliffe for a topic
[21:46:11] Hugh Wotmeigh: Interesting, PS3 games all use PSARC, instead of using developer-specific file systems. [21:46:35] Alcom Isst: What's a PSARC, and can I ride it?1 point -
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Adjusting firepower
aidenpons reacted to Wognif for a topic
Go to STUFF/BOLTTYPES.txt For the purpose of this, I'll be demonstrating with the bazooka's bolt. Look for where it says the following: bolttype_start name "BazookaBolt" In this area, you can change the size of the bullet, the blast radius, and how much damage it inflicts. It should look like this when you first see it: bolttype_start name "BazookaBolt" VFX_muzzle "Baz_BoltMuz1" VFX_bolt "" VFX_hit "Dynamite_Explo1" debris_moving "STEP_Dust1_MINI2" 100 scene gsc "Chars\Misc\Items\BAZOOKA_MISSILE.Gsc" obj "BAZOOKA_MISSILE" speed 5.0 duration 6.0 gravity 0.0 radius 0.1 scale 1.2 scaletime 0.1 DetonateRadius 0.75 //0.5 scene builder glow_obj "none" shadow_obj "none" part_hit "none" damage 1 deflected_bolttype "none" rand_angle 0 sfx_shoot "Wpn_BazookaFire" sfx_hit "Wpn_BazookaExplode" sfx_hit_gameobject "wpn_BazookaExplode" seek_delay 0.01 seek_factor 0.05 flags "impact_detonate" "shoot_flash" "orientate_muzzle_vfx" "no_shadow_cast" "no_deflect" "no_deflected_bolt" "can_destroy_shiny" "seek_target" //"shoot_along_barrel" BoltAbility "BazookaProjectileLoopSound" CanInteractWith "RangedSmashable" CanInteractWith "LEGOsilver" bolttype_end For demonstration purposes, let's change the scale, damage, and DetonateRadius to the following: scale 5.2 DetonateRadius 8.5 //0.5 damage 4 This is what a couple of rounds fired can do in-game using these settings: EDIT: Not shown: the size of the projectile. I wasn't quick enough to take a screenshot of that.1 point -
Make any(?) item throwable and explosive.
aidenpons reacted to Gmr_Leon for a topic
This is probably one of my favorite silly tricks I've found so far. Dynamite's nice, sure, but you know what's better than dynamite? Exploding ice cream, bananas, fish, apples, you know, anything else normally not explosive. So here's the trick: Go into Chars > Items_Txt. From there, open up ThrowingItems.txt. Take the following: item_type "Dynamite" { reference "GenericBomb" scn "Items\" obj "Dynamite" icon "items\ICON_Dynamite" name "DYNAMITE" explode quick_reuse //rtl_vfx "VFX_LEGOTorchFlame" //ItemAbility Always "TreasureTroveItem" //ItemAbility always "CanLightFires" ( resource=#resourcelevel,tag=#ITEM_VFX,path='VFX_LEGOTORCHFLAME' ) //OwnerAbility Always "TorchLitHint" //ItemAbility Always "MithrilLEGOAttack"///< this means the explosion I make can destroy silver/mithril lego! //OwnerAbility Always "LIGHTUPDARKAREAHINT" fetch sfx_Destroy "Wpn_Dynamite_Explode" sfx_Impact "Prop_Bounce" sfx_PutAway "Act_PutAway" sfx_TakeOut "Act_TakeOut" ItemAbility Always "ItemCanBeCollected" effects_for_event "OBJECTALIVE" offset 0.0 0.2 -0.03 Dynamite_Fuse1 effects_for_event "OBJECTKILLED" Dynamite_Explo1 } And then change it to whatever other item you want to throw and have explode, e.g. item_type "IceCream" { reference "GenericBomb" scn "Items\Friends\41094\" obj "ICECREAM" icon "items\ICON_Icecream" name "ICECREAM" explode quick_reuse fetch sfx_Destroy "Wpn_Dynamite_Explode" sfx_Impact "Prop_Bounce" sfx_PutAway "Act_PutAway" sfx_TakeOut "Act_TakeOut" ItemAbility Always "ItemCanBeCollected" effects_for_event "OBJECTALIVE" offset 0.0 0.2 -0.03 Dynamite_Fuse1 effects_for_event "OBJECTKILLED" Dynamite_Explo1 }1 point -
Make any(?) item throwable and explosive.
aidenpons reacted to Ben24x7 for a topic
Boom Banana? I sense the possibility of a LEGO/Worms Mod.1 point -
Time To Be Inhumane
aidenpons reacted to Fluffy Cupcake for a topic
...well, inminifgurine, or however you want to say it. So I uncommented a few animals. What I was NOT expecting was to be able to play as them! Some of them even have animations! Also, apparently an ability with animals is that when you ground pound you make holes (I made a hole in my home floor, oops). There is more then what is shown here in the images, I just didn't unlock them because I was not expecting this.1 point
