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Showing content with the highest reputation on 01/03/2018 in all areas

  1. Jimbob

    (LRR) Windows 10 Setup Guide - SafeDisc Version

    This tutorial will show you how to install a SafeDisc protected version of LEGO Rock Raiders on Windows 10, without having to use a virtual machine or crack the executable. Please keep in mind that LEGO Rock Raiders is highly unpredictable, hence we currently have 16 pages of topics for it in the Support section. You're almost guaranteed to have something go wrong, so please check out the Support Forum to see if your issue has already been fixed. Setup 1. Insert the LEGO Rock Raiders disc into your PC. Open This PC/My Computer, right-click on the disc and select "Run enhanced content". 2. Follow through the installation procedure, choosing "No, I will restart my computer later" and clicking "Finish" when it is complete. 3. A common issue with LEGO Rock Raiders is that d3drm.dll is reported missing, so download it here, extract the file and place it in your install directory. For me, that's: C:\Program Files (x86)\LEGO Media\Games\Rock Raiders 4. It is also a good idea to give LEGO Rock Raiders administrative privileges. Right-click on "LegoRR.exe", select "Properties", enter the "Compatibility" tab and tick "Run this program as an administrator". 5. LEGO Rock Raiders uses SafeDisc protection, which is no longer supported in Windows 10. You can however re-enable the driver that SafeDisc uses, but only do so when you wish to play LEGO Rock Raiders and other trusted games as it was removed for a reason. Open a folder in Windows Explorer, such as Documents. Click “File”, then mouse over “Open command prompt” and choose “Open command prompt as administrator”. 6. Type in (without quotes) “bcdedit /set TESTSIGNING ON”. Press enter and it will state “This operation completed successfully.” Now you can close the command prompt. 7. Download this file, extract it and place the “SECDRV.SYS” file into the following location: C:\Windows\System32\drivers. Then restart your computer. 8. Upon logging back in, you should see text in the lower-right corner of your desktop, along the lines of “Test Mode Windows 10 Home” with some random nonsense after. You will need the Driver Signature Enforcement Overrider to actually make the SECDRV.SYS driver work. Go to this page and click “Download Now”. Right click dseo13b.exe and select “Run as administrator”. Press Next, then Yes, and you’ll be at the main menu. Check “Sign a System File” and press Next. Now you will need to type in the location of the SECDRV.SYS file, which should be: C:\Windows\System32\drivers\SECDRV.SYS. Click OK and OK again, then in the main menu check “Exit” and press Next. Now you can play LEGO Rock Raiders! If you’d like to play it in higher resolutions including widescreen, click here to check out Cafeteria. When you’ve finished, follow steps 5-6, this time entering “bcdedit /set TESTSIGNING OFF”. Reboot the computer and it will be back to normal, with LEGO Rock Raiders not launching again. In future you will need to follow steps 5, 6 and the latter part of 8 - enabling test mode, rebooting into it and signing the driver - whenever you wish to play the game, but it’s far less hassle than using a virtual machine or transferring files to an old XP computer if you're modding.
    1 point
  2. fun

    How To Edit A Game Level Without Restarting Rock Raiders

    First start up Lego rock raiders and then select the level of your choice i chose rubble trouble now open up map creator and import what ever level you chose now edit the level the surf dug cry ore objects be careful with objects however yes i have edited it now restart the level wow did you see that cool huh this will save you a lot of time great if yore testing out new maps and overhaul's enjoy sometime the surf map will glitch so if that dose happen quit the level delete the surf map and rename it to the same name to fix that. enjoy
    1 point
  3. Addictgamer

    Checking To See If Object X Has Passed Over Tile Y

    Hello guys, in this tutorial you're going to learn how to do stuff similar to what the devs did with the return small digger to base objective in explosive action. Here, take a look at this sample script: ;The start of the npl Top: ;Nothing happens if the objective is showing GetObjectiveSwitch ? SetMessagePermit 0 GetObjectiveSwitch ? :SkippedSkip GetObjectiveShowing = 1 ? :Skip SkippedSkip: TRUE ? SetMessageTimerValues 2000 1000 10000 :end end: ;check for level fail TRUE ? SetR1 0 GetToolstoresBuilt = 0 ? AddR1 1 GetTutorialBlockIsGround 5 = FALSE ? :SkipDiggercheck ;If the tile the small digger is on is in an undiscovered cavern, skip over the digger check since the GetBlargOnLevel functions ignore objects in undiscovered caverns. GetSmallDiggersOnLevel = 0 ? AddR1 1 SkipDiggercheck: ;The small digger is in an undiscovered cavern. Skip over the small digger exists check. GetR1 > 0 ? SetLevelFail GetRecordObjectAmountAtTutorial 4 > 0 ? SetLevelCompleted ;When the small digger passes over tuto block 4, this function returns '1', since there's one record object on the block. A record object is an object we told the game to keep track of. Stop Skip: ;This code run while objective is showing. TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 TRUE ? SetTimer0 0 TRUE ? SetTimer1 0 TRUE ? SetTimer2 0 TRUE ? SetR0 0 TRUE ? SetR1 0 TRUE ? SetR2 0 TRUE ? CameraUnlock TRUE ? GetRecordObjectAtTutorial 5 ;Here is where the game is told that whatever is on tuto block 5 should be kept track of. In our case, a small digger. Stop Next: Clear: Stop finish: stop The script is pretty self explanatory (mostly due to the comments ). First, you grab the object you want the game to keep track of, which is known as a record object. TRUE ? GetRecordObjectAtTutorial 5 The parameter specifies the tuto block to grab the object at. This code is placed in the skip: codeblock since that code is run while the objective is showing. This way, we are sure the game won't make any other object that passes over that tuto block a record object. Now to check if a record object is on tile x, use this function: GetRecordObjectAmountAtTutorial 4 > 0 The parameter is the tuto block. The function returns 0 for no recorded objects present, or the number of recorded objects present. Ya, you can make goals that require all 4 raiders returning to base That should be all. If you have any questions, comments, suggestions, constructive criticism, just ask. If you have nonconstructive criticism, get out.
    1 point
  4. Cirevam

    Animated Textures on Models

    Animated textures (aka "sequenced textures") on models are possible now. It's simple to do but is limited by animations. This video will show you the basics. You can grab the blinking raiders patch here. Guide Transcript Hello Rock Raiders. Today I'm going to show you a new kind of mod available in Lego Rock Raiders: sequenced textures. This is something that was previously locked out of the Rock Raiders modding community due to modern versions of Lightwave not exporting the necessary information to make the textures work. Big thanks to @Yellowkey for pointing me to the bits that needed to be edited in order to make this possible. What are sequenced textures? They are simply animated textures, and the game uses them to great effect already. You can see them in smoke effects and a few particles, but they're not used much beyond that. They can be potentially used on almost any sort of object, but there are a few requirements. I'll go over those before diving into the details. The following conditions must be met in order for a model to support a sequenced texture: The texture files must end with numbers, usually starting with 0000 and increasing by one for each frame, though it is possible to use three numbers and not start with all zeros. The model must be directly included in an animation file. The model's texture definitions must specify the texture as sequenced. The first condition is evident where sequences textures are already used. You can look in the World\Shared folder and find textures like Adst001 and ssss0000. These are textures used for various smoke and steam effects, and each file represents one frame of animation. The game automatically finds the beginning and end of each set of images like this, so you do not have to define anything besides the name of the first file. The second condition is trickier since it's not obvious just by looking at an object. I say "object" instead of "model" here as some objects, like vehicles and monsters, are created using several models that are combined in an animation file. Other objects like crystals, ore, and electric fences are not contained in animation files and cannot use sequenced textures. This also extends to vehicle wheels and upgradeable parts like drills, as they are added on top of the vehicle within the game. They do not exist in the actual animation file. It's possible to check this yourself by opening the animation file, or LWS file, in Notepad and look for the model. If it's defined in the animation, it's ready to accept sequenced textures. Lastly, the model must specify that its textures are sequenced. This part requires a bit of work, as the only known legal method of inserting this information requires a hex editor. The other method involves flying to Denmark and retrieving the source code from LEGO's vault, which might only be possible if you're a member of the Alpha Team. Luckily, we've identified the values that you need to edit, and it's not hard once you know what to change. This is a mod that anybody can do. Here I have two models opened side by side in a hex editor. I personally use XVI32, but any hex editor should work. Do you notice some of the differences already? There are four values you have to change. The first three are quite subtle: FORM, which is four bytes long and reflects the total length of the file; SURF, which is also four bytes long and reflects the length of the surface for the texture; and TIMG, which is two bytes long and reflects the length of the file path for the texture's first file. You also have to change the file path to include the text " (sequence)" at the end, and that includes the space in front. This is what tells the game to start animating the texture. You can't stop at that change, as the model will be considered invalid if you do not adjust the lengths in FORM, SURF, and TIMG. All lengths are defined in hexadecimal, so you must either convert them to decimal, add 11, then convert back to hexadecimal, or directly add 0x0B to each number. Note that you must add multiples of this number to FORM for each sequenced texture in the model, as it reflects the entire file length. We are editing two textures in this example, so you must add 22 or 0x16 to FORM. The Windows calculator has a programmer mode which allows you to switch between the two types with a single click. This may be the easiest if you are not familiar with hexadecimal. Be careful when changing the numbers in the file. Remember that each letter on the right is represented by two hex numbers on the left. If your calculator shows a three digit number, like 1A3, you must add a leading zero when typing it in. Thus 1A3 becomes 01A3. Also remember to overwrite the existing numbers instead of adding new ones in place, or the file will be considered invalid. And always ALWAYS backup your files before doing changes like this. Alright, we're done. Let's see what it looks like in-game. This model has two planes, with the left plane counting from zero to 24, and the right plane counting from zero to three. The framerate is defined by the global timer, which runs at 25 frames per second. I've slowed the game time down so you can see how the numbers get out of sync with each other, but they always change to the next frame on each tick of the global timer. Please note how the right plane resets to zero early at times. This is because the texture sequence starts over when the animation loops. This leads to odd effects, such as here, where the minifigs only blink when they're doing something other than standing. The standing animation is zero frames long, and the blinking texture is 41 frames long. The blinking does not start until frame 27, so any animation that is not at least that long will not blink.
    1 point
  5. s0d3rb3rg

    Add New Priorities

    william already posted a tutorial on how to do this in my screenshot/video topic, but I'll make a new tutorial topic so it'll be easier for people to find it. First, goto the Interface folder, then PriorityPanel. In there, you'll see two .bmp's, Priorities.bmp and Priorities_old.bmp. Rename Priorities.bmp to something else, like Priorities_orig, then rename Priorities_old to Priorities. Now open the cfg and search for PriorityImages You'll see this. PriorityImages { ; languages ;<PriorityType> <PriorityNameInGame>:<NormalImage>:<PressedImage> AI_Priority_Train Train_Rock_Raider:Interface\Menus\TrainAs.bmp:Interface\Menus\PTrainAs.bmp:Interface\Menus\NTrainAs.bmp AI_Priority_GetIn Use_Vehicle|PriSFX_Drive:Interface\Menus\enter.bmp:Interface\Menus\Penter.bmp:Interface\Menus\Nenter.bmp AI_Priority_Crystal Collect_Energy_Crystals|PriSFX_Crystals:Interface\Priorities\collectCrystal.bmp:Interface\Priorities\PcollectCrystal.bmp:Interface\Priorities\NcollectCrystal.bmp AI_Priority_Ore Collect_Ore|PriSFX_Ore:Interface\Priorities\collectOre.bmp:Interface\Priorities\PcollectOre.bmp:Interface\Priorities\NcollectOre.bmp AI_Priority_Repair Building_Repairs|PriSFX_Repair:Interface\Menus\repair.bmp:Interface\Menus\Prepair.bmp:Interface\Menus\Nrepair.bmp AI_Priority_Clearing Clear_Rubble:Interface\Menus\ClearRubble.bmp:Interface\Menus\PClearRubble.bmp:Interface\Menus\NClearRubble.bmp AI_Priority_Destruction Drilling|PriSFX_Drilling:Interface\Priorities\deconstruct.bmp:Interface\Priorities\Pdeconstruct.bmp:Interface\Priorities\Ndeconstruct.bmp AI_Priority_Construction Construction|PriSFX_Construction:Interface\Menus\building.bmp:Interface\Menus\Pbuilding.bmp:Interface\Menus\Nbuilding.bmp AI_Priority_Reinforce Reinforce_Walls|PriSFX_Reinforce:Interface\Menus\Reinforce.bmp:Interface\Menus\PReinforce.bmp:Interface\Menus\NReinforce.bmp AI_Priority_Recharge Recharge_Energy_Crystals|PriSFX_Recharge:Interface\Menus\Recharge.bmp:Interface\Menus\PRecharge.bmp:Interface\Menus\NRecharge.bmp } Now you can add in three new priorities to the list (you can add more if you want, but you'll need a new Priorities.bmp with more slots and you'll also have to add new PrioritiesImagePositions)) For this tutorial I'll be using AttackRockMonster, BuildPath and Upgrade (full list of priorities at the bottom of this post) Paste this under AI_Priority_Recharge (you can change this to whatever you want) AI_Priority_AttackRockMonster Defend_Rock_Raiders_HQ:Interface\Menus\get_Gun.bmp:Interface\Menus\Pget_Gun.bmp:Interface\Menus\Nget_Gun.bmp AI_Priority_BuildPath Build_Power_Path:Interface\Menus\buildpath.bmp:Interface\Menus\Pbuildpath.bmp:Interface\Menus\Nbuildpath.bmp AI_Priority_Upgrade Upgrade:Interface\Menus\Upgrade.bmp:Interface\Menus\PUpgrade.bmp:Interface\Menus\NUpgrade.bmp Now, go over to Levels {. Go to Tutorial01 and find Priorities {. Under AI_Priorities_Recharge TRUE, add this AI_AttackRockMonster TRUE AI_BuildPath TRUE AI_Upgrade TRUE Now you'll just have to add this to every single mission and tutorial... hehe. And you're done! You can also add your own Priority sounds, but I'm too lazy to make a tutorial for that... Priorities list AI_Priority_AttackObject - Attack objects? AI_Priority_Congregate - Congregate? AI_Priority_AttackPath - Attack paths? (for monsters perhaps?) AI_Priority_Depart - ? AI_Priority_Punch - ? (for monsters perhaps?) AI_Priority_Steal - Steal stuff? (for monsters perhaps?) AI_Priority_Gather - ? AI_Priority_UpgradeBuilding - Upgrade buildings? AI_Priority_Recharge - Recharge crystals AI_Priority_FindLoad - ? AI_Priority_Barrier - Place barriers AI_Priority_AttackRockMonster - Attack monsters AI_Priority_BuildPath - Build power paths AI_Priority_Upgrade - Upgrade AI_Priority_GetIn - Drive vehicles AI_Priority_HealthLow - ? AI_Priority_Refining - Refine ore/crystals AI_Priority_Storage - Store ore/crystals AI_Priority_Clearing - Clear rubble AI_Priority_Repair - Repair buildings AI_Priority_Reinforce - Reinforce walls AI_Priority_Request - ? AI_Priority_Construction - Construct buildings AI_Priority_Destruction - Destruct buildings? AI_Priority_DefaultCollect - ? AI_Priority_Ore - Collect ore AI_Priority_Crystal - Collect crystals AI_Priority_SnaxULike - Disable and Raiders won't eat anymore?
    1 point
  6. le717

    Cavern Run

    I figured out how to fix the leaderboards yesterday so hopefully Jimbob can apply it soon. Just don't expect your scores from 2014 to be present (most likely)
    1 point
  7. MaelstromIslander

    Cavern Run

    Kind of disappointing the leaderboards don't work anymore, but I'm glad to see this project is still up and running! I remember playing this game quite a bit back in the day, and looking back on it now I can really appreciate how much effort was placed into it, especially seeing how JimbobJeffers was able to gather the minds of Shadowblaze and Ben24x7 to all work on the project with successful results. Thanks for bringing the game back up, though, Jimbob. Really means a lot.
    1 point
  8. yuvalgalmoder

    [LR] Deadpool HD TEXTURES, FULL BODY

    Finale Results! HD TEXTURES! Full body! The Character: The Parts: ^(Its in hebrew because I use a version I translated my self to hebrew) Made by me, But couldn't be done without lordtobi909 's Help! DOWNLOAD! PLEASE LIKE THIS POST! AND RATE ME!
    1 point
  9. Cyrem

    Tutorial: Create Interesting Objectives

    This isn't so much a scripting tutorial, but it contains ideas for coming up with objectives. The problem with the levels in Rock Raiders is how repetitive the levels are. All 25 levels require the collection of energy crystals. While collecting energy crystals is the point of the game, it doesn't have to be in every level ever created. NERPS, the level scripting language of LRR was built around what the game needed for the levels and tutorials, and so there is not a lot of opportunity to create entirely new ways to play the game. However, NERPS did not only allow for crystal collection goals. NERPS has a range of other functions, which, if used creatively can make levels more interesting than what they currently are. A number of functions can be combined to create different objectives. When coupled with messages and the original objective, you can probably almost have a little story within a level. Some functions which I have found that can be used more creatively are: Check if a building has been built Checking if a building has been upgraded Check the number of x building. Checking if a vehicle is selected Check if a Rock Raider is selected Check if a minifigure is in a vehicle Generating Slugs Check how many monsters are on a level Checking how many crystals have been stored, used or stolen Checking how much ore has been stored, used or stolen Check the oxygen level Check if a path has been built on a block Moving the Camera to blocks Showing Messages Locking the camera to an object Check if an object was found Check how many Rock Raiders are on a level Check how many studs you have Force pickup of a crystal or ore. NERPS also has the ability to keep time, to store variables and to generate numbers during a level. By combining all these together, you might be surprised at what you can achieve given these small amount of functions. I've made up some ideas below based on the list above. Single Rock Raider Levels Create a level, with one Rock Raider. Lock the Camera to the Rock Raider so that you can not move out of view. Add a check to make sure there is only 1 Rock Raider on the level. If there is any more, fail the level. Players can manually tell Rock Raiders to move and drill, if you need explosive ability, add in a Tool Store & Support Station. The Rock Raider can then be trained for explosives. Base Building By using the functions to get the number of powered buildings of each type, the level of that building and checking the number of Rock Raiders, you can make a level that requires the player to build a large base. On the other hand you could make it so the player must complete a level without building certain buildings, or even no building at all. Even building a path from one base to the other. Base Defense It's not tower defense, but the next closest thing. You can generate slugs and monsters. Create a level with some buildings, start with a lot of crystals and vehicles. Then unleash the monsters and require the player to use his Rock Raiders and Laser vehicles to defend them off. While you cannot get the number of electric fences, you can use the height map or clever use of water/lava to prevent building of them. You can set it up waves of monsters even, using timers. Maze Levels Without a map, you don't really know where caverns go, you can create a maze by locking the camera to the player and failing if any buildings are created. Make the walls solid and add a tutorial pointer to win the level when a Rock Raider passes over a tile. Co-Op Level Wait how is this possible? Well it's more like taking turns. Use messages to tell the which turn it is, then when it is another player's turn, moving the camera to the other player's area, or lock and unlock the camera to a Rock Raider if you are playing just using two RR's. How do you know if a player's turn is over, use a timer to time each turn. Time Attack You can use the oxygen meter as a timer bar. Or if you want check points, use the timer functions and get and set the timers as a Rock Raider passes over a tile, builds buildings or collects crystals. Use messages to indicate if they have much time left. Racing Create a level where a Rock Raider starts in a vehicle, use a tutorial block to check whether the player has driven over the start or finish line. Use messages for count downs and even combine this with Time Attack. Rescue While one LRR level contains this, you can base a level solely on this. You might make it so the player only has a certain amount of time before the oxygen runs out. Monster Party Possibly as a fun thing, the goal would be to cause a large number of monsters to emerge and have x amount of monsters on 1 level. You could do with tutorial blocks with running around rock raiders. Shooting Gallery Generate monsters, use a timer and get how many Rock Monsters you have killed using a laser vehicle. These are just some ideas. By combining random functions you can do far more than bore yourself just collecting crystals. I hope this encourages people to create more unique goals in their levels.
    1 point
  10. Addictgamer

    Npl Scripting With Ogun's Npl Tool.

    Hey guys! Today, I will teach you how to use Ogun's npl assembler/disassembler/compiler to create an npl for you level. This guide assumes you have basic knowledge of modding Lego Rock Raiders. It also assumes that you have basic knowledge of how to use the command line. Finally, this guide assumes you are using windows. Why would you want to create an npl file for your level? Find out here. So, let's get started. Part 1. Compiling a ".npl" file. First, grab ogun's tool. Topic: here. Github repository (grab the latest download from here): here (click the Zip button to download it). If you suck with command lines, extract the zip's contents onto your desktop, not into a folder on your desktop. Otherwise, extract contents anywhere. Now, create a text file in the directory you placed the npl tool and name it test.txt. Open it in your favorite text editor (nothing fancy like Microsoft word though), and paste this into it: TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 ; Check for level fail TRUE ? SetR1 0 GetToolstoresBuilt = 0 ? AddR1 1 GetMinifiguresOnLevel = 0 ? AddR1 1 GetR1 = 2 ? SetLevelFail ; Check for level success ;GetCrystalsCurrentlyStored > 199 ? SetLevelCompleted GetMinifiguresOnLevel = 3 ? SetLevelCompletedOk, rename the file to test.nrnGreat, You're more than halfway there! Now, open up a command prompt. Navigate to the directory you placed the npl tool. (If you placed it on the desktop, then all you have to do is type cd Desktop if you are using vista/windows 7. Shoudl be pretty much the same for all windows OSs. ). And, type: npl -c test.nrn -o test.npl(You do not necessarily have to rename your txt file to nrn, although for the sake of following the guide, do so the first few times.) Finally, place the resulting npl in your level folder (don't forget to rename it accordingly!) and test your level. If you did it right,you will win once you teleport down 3 rock raiders. Part 2. Intro to goal scripting. Good, now we know how to compile our scripts into gibberish that the game executes. So, I shall begin teaching you goal scripting itself. Example 1. - The basics So, create your text file. Add this: TRUE ? SetTutorialFlags 0According to the wiki, that disables all "game tutorial functions."Now, this goes in: TRUE ? SetMessagePermit 1According to the wiki, that "Enables the game to show messages as needed." Ok, so there is all the "boring necessary code". Now, we will write a lose level check. TRUE ? SetR1 0This sets the first register to 0. What are these registers? They just are variables for you to use, explained on the lowest level.GetToolStoresBuilt = 0 ? AddR1 1Here we encounter several things.GetToolStoreBuilt = 0 asks the game how many tool stores are built, then checks to see if that is equal to 0. The '?' Means, If true, then do this. AddR1 1 tells the game to increase the value of register 1 by 1. So that line increases the value of register 1 by 1 if there are no toolstores on the level. GetMinifiguresOnLevel = 0 ? AddR1 1It is exactly the same as above, only here it checks if the number of mini-figures is equal to zero.GetR1 = 2 ? SetLevelFailGetR1 = 2 checks if register 1 has a value of true. The only way that can occur in this script is if there are no tool stores in the level and no mini-figures in the level.SetLevelFail tells the game that you lost the level. Now for the victory condition.GetCrystalsCurrentlyStored checks how many crystals are in the level. If that is greater than 9, for example the value is 10, then you win the level because of SetLevelComplete. Although no level that comes with the game does this, you can set a collect ore objective simply by changing the last line to: GetOreCurrentlyStored > 99 ? SetLevelCompletedHere is how you can set level fail on 0 or less air:GetOxygenLevel < 1 ? SetLevelFailGet oxygen level simply asks the game how much oxygen there is, then it checks if it is less than 1.If so, it then tells the game that you failed the level. Example 2 - Slimy slugs based on rock raider count. Just create your text file and fill it with all the lose-win code you wish. TRUE ? SetR2 0First, we set register 2 to 0. Register 2 will be used to keep track of how many conditions were met for slugs to emerge.GetMiniFiguresOnLevel > 5 ? AddR2 1This is the first condition.6 or more raiders must be teleported down to the level before the stream of invasion notices can begin. GetSlugsOnLevel = 0 ? AddR2 1This is condition 2.It checks if there are 0 slugs on the level. GetR2 = 2 ? GenerateSlugNow it checks if both of these conditions are met.If so, it generates a slug with GenerateSlug. You can spice up this script to make invasions more random by adding this line before the check: GetRandom100 = 1 ? AddR2 1And changing the check to this:GetR2 = 3 ? GenerateSlugOh wait, a new name has occured.GetRandom100 supposedly generates a random number that is no greater than 100. We then tell the game that if that random number happens to equal 1, then another condition is met. I suggest you make a whole new level in the map creator solely for the purpose of trying this out. And by the way, here is a modified version of the script above that I use to tease the player in the upcoming version of my map, Karnanga: ;Simple slimey slug script. I use it to freak out the player. TRUE ? SetR2 0 GetMiniFiguresOnLevel > 9 ? AddR2 1 GetMiniFiguresOnLevel < 21 ? AddR2 1 GetRandom100 = 1 ? AddR2 1 GetR2 = 3 ? GenerateSlugYou should be able to figure out that this makes slugs randomly come out as long as the player has more than 9 raiders, but less than 21. Warning, certain levels that come with the game will not work with your custom npl file. For optimal testing conditions, make your own level and test the npl in that.
    1 point
  11. Addictgamer

    Level Specific Mods

    Hey guys! In this guide, I will explain how to make a mod affect only one level, not all of them. Let's take the drag box rgb as an example. First, locate your level's stats. Add your code to it. In this example, DragBoxRGB 000:000:255 Now, start up the level you modified. Blue drag box! Start a different level. The default drag box! As you can see, instead of adding this variable to a different part of the cfg, we placed it in a specific level's properties. Try it out for yourself! I believe it is also possible to modify the stats of a specific creature for that specific level even, that needs confirmation though.
    1 point
  12. s0d3rb3rg

    Add The Old Tool Store (Tool Station) Back In

    This is how to get the 'old' Tool Store Station back (how it looks in the buildings menu) Open Toolstation.ae in BuildingsToolStation Select all and delete. Copy and paste this: Lego* { Scale 1.0 Shape 0,-1:0,-1 DepositNullName Deposit_Null ToolNullName Tool_Null Activities { Activity_Stand Stand ; Activity_MPStand ; Activity_Route ; Activity_MPRoute ; Activity_Drill ; Activity_MPDrill Activity_Teleport teleport ; Activity_Walk ; Activity_Reinforce ; Activity_Reverse ; Activity_TurnLeft ; Activity_TurnRight ; Activity_CantDo ; Activity_Emerge ; Activity_Collect ; Activity_Carry ; Activity_Throw ; Activity_CarryTurnLeft ; Activity_CarryTurnRight ; Activity_CarryStand Activity_Explode Explode } Stand { FILE ToolS TRANSCOEF 0.0 LWSFILE TRUE } Teleport { FILE ToolStnTele TRANSCOEF 0.0 LWSFILE TRUE } Explode { FILE ToolSBlow2 LWSFILE TRUE } } NOTE. The old Tool Store Station has no teleport pad. So I suggest you change the Raider teleport in animation. Go in Mini-FiguresPilot and open Pilot.ae Find this: TeleportIn { FILE VLP_TeleWALK TRANSCOEF 0.0 LWSFILE TRUE LOOPING FALSE } Change it to this: TeleportIn { FILE VLPteleportin2 TRANSCOEF 0.0 LWSFILE TRUE LOOPING FALSE } Now, if you want the old name back as well (Tool Station) I have made a custom sound file for it. You can download it here. Place in SoundsVoicesBuildingNames Open the CFG Find: Toolstation Tool_Store and Toolstation The_Tool_Store Replace with: Toolstation Tool_Station and Toolstation The_Tool_Station
    1 point
  13. Lair

    New Priorities

    Don't they upgrade and shoot automaticly no matter what the priorities are?
    1 point
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