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Showing content with the highest reputation on 01/03/2018 in Posts
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How To Edit A Game Level Without Restarting Rock Raiders
phenix8fr reacted to fun for a topic
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. enjoy1 point -
Checking To See If Object X Has Passed Over Tile Y
ShadowDraikana reacted to Addictgamer for a topic
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 -
Add New Priorities
ShadowDraikana reacted to s0d3rb3rg for a topic
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 -
Cavern Run
Ben24x7 reacted to le717 for a topic
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 -
Cavern Run
Jimbob reacted to MaelstromIslander for a topic
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 -
[LR] Deadpool HD TEXTURES, FULL BODY
anonym32 reacted to yuvalgalmoder for a topic
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 -
Tutorial: Create Interesting Objectives
ShadowDraikana reacted to Cyrem for a topic
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 -
Npl Scripting With Ogun's Npl Tool.
ShadowDraikana reacted to Addictgamer for a topic
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 -
Level Specific Mods
Ben24x7 reacted to Addictgamer for a topic
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 -
Add The Old Tool Store (Tool Station) Back In
ShadowDraikana reacted to s0d3rb3rg for a topic
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_Station1 point -
New Priorities
ShadowDraikana reacted to Lair for a topic
Don't they upgrade and shoot automaticly no matter what the priorities are?1 point
