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Please help me adjust Lego Rock Raiders.
Cirevam and one other reacted to aidenpons for a topic
I've taken the liberty of divvying up your post into bite-sized little lumps. It's a perfectly fine first post! Welcome to RRU! Cirevam explained the healing lasers quite fine, and he also showed you that you can make a Mining Laser only heal when upgraded. you did try upgrading it, right? & also Cirevam explained the rest of that ************************ SLUGS ************************ Now that you've got your data unpacked, this is very easy. Open Lego.cfg Hit Ctrl+F to bring up the Find menu and type Slug in there. Look around until you find this at line 2380 or so: Slug { Levels 1 RouteSpeed 0.3 TrackDist 10.0 CollRadius 3.0 CollHeight 7.0 PickSphere 12.0 AlertRadius 40.0 ; CanBeDriven TRUE ; CanScareScorpion TRUE CrossLand TRUE RubbleCoef 0.3 CanBeShotAt TRUE UseHoles TRUE DrainPower TRUE AttackRadius 280.0 PainThreshold 50.0 CanBeShotAt TRUE CanLaser TRUE LaserDamage 5.0 CanPush TRUE ; Can this object be pusher'ed PusherDist 60.0 ; Distance the object is pushed PusherDamage 5.0 ; Damage that the pusher gun causes ShowHealthBar TRUE ScaredByBigBangs TRUE } Anywhere within those brackets, add this line: CanBeHitByFence TRUE Tada, slugs are now instakilled by fences. Unfortunately they will continue to respawn because DDI did a freaking terrible job with their slug scripts; it essentially makes sure that X amount of slugs are always on the map, where X goes up with crystal count. The easiest way to disable slug spawn is to disable the scripter running in the background, which can be conveniently done with debug keys! Up near the top of Lego.cfg you should find AllowDebugKeys FALSE . You want to change that to AllowDebugKeys TRUE Then load a mission and hit F12. The text "NoNerps" should come up in the top left corner of the screen. Tada, you will never have slugs again! This also will disable the level completion and level fail criteria, as well as messages coming from Chief (which are rare). To enable the Nerps scripter, for instance after you've collected fifty energy crystals, hit F12 again. The "NoNerps" should vanish, the slugs will come back, and with a bit of luck you'll teleport away just in time. Don't forget to save your changes! ************************ ALANDSLIDEHASOCCUREDALANDSLIDEHASOCCURED ************************ Unfortunately not all of what you're asking is possible. Some bits are. There are two types of landslides, though you as the player never notice that; landslides which are specified by a map tile (for instance, think those avalanche-heavy caverns in Frozen Frenzy), and random landslides (think Back to Basics). We can disable them both on a per-level basis. Scroll down through Lego.cfg until you get to the Level section. Find the level you want (best to search by level name; so if I want Frozen Frenzy I'd search for Frozen_Frenzy), and do two things: To disable random landslides, we need this line: NoFallins TRUE If it was set to FALSE, then change it to TRUE. Disabling map-specified landslides can be done in a multitude of ways, but the easiest way is to have this in there: SafeCaverns TRUE Again, if it was false, set it to true. As for landslided rubble giving ore, that's just not possible. You may be interested to know that we can make rubble not give ore at all leaving your only ore supply as either a) Ore Refinery duplications (build Teleport pad + teleport up teleport pad + rinse and repeat) and the process to do so is reasonably simple, but has been spoiler'd as it's not immediately relevant. ************************ LAVA ************************ Nope, nope, and nope LRR just won't handle this. You can play around with the erosion speed in the Levels section in the .cfg ; the lines you're looking for are ErodeTriggerTime 120 ErodeErodeTime 20 ErodeLockTime 500 or you can entirely disable erosion on the levels that have it by putting a semicolon in front of the line that begins ErodeMap, so turn this: ErodeMap Levels\GameLevels\Level10\Erod_10.map into this: ;ErodeMap Levels\GameLevels\Level10\Erod_10.map and you will never have to worry about erosion ever again on that level. ************************ CONTINUE MISSION ************************ Debug Keys outlined above in the Slug section will do what you want. Hit F12 (before you've collected the required crystals!) and level completion won't trigger. When you're done, hit F12 to win! It's not possible to have slugs spawning and continuing a level past a crystal count (well, unless you want to do some level editing yourself, but in that case you may as well just up the crystal count ) On this topic, you can see what gives you your Score in the individiual Levels section; you will also notice that Run the Gauntlet requires 40 crystals for a score of 100%, which is entirely impossible (a; the high oxygen depletion rate makes it impossible to build RR HQ using the Loader Dozer to get you some rubble for a Power Path, b; there aren't enough crystals even if you teleport up all the vehicles). But the only reward you get for getting 100% score in every level is a special cutscene, which you can watch if you just put the disk in anyway And lastly, welcome to RRU! You're welcome to go much, much, deeper than this; here's a good starting point should you want to read into it further!2 points -
Please help me adjust Lego Rock Raiders.
aidenpons reacted to Cirevam for a topic
The random user is me! I'll help get you started. First, check out this topic and get one of the WAD extraction tools. I am assuming you have the game running on your computer already. Once the files are extracted, you can choose to put them into the Data folder (known as the Data method), or repack them every time you make some changes (the WAD method). Most of us choose to use the Data method since you don't have to repack the WAD files, but tools like Cafeteria make installing mods even easier than that. If you use the Data method, remember to rename or move your WADs somewhere else. Keep them as a backup. I will address your questions over several posts if some other people don't get to them while I'm asleep. First is the Ore Refinery. Upgrading it fully will cause every two ore to generate one stud. You can see this in the building's entry in the Lego.CFG file, defined by MaxCarry. Each number represents an upgrade level, with the first number being the default. Change the 5 to a 2 and you'll get what you want as soon as you create the building: OreRefinery { Levels 4 TrackDist 60.0 ProcessOre TRUE CollHeight 16.0 CollRadius 15.0 PickSphere 30.0 CostOre 20 CostRefinedOre 4 CostCrystal 3 CrystalDrain 1:1:1:1 DamageCausesCallToArms TRUE MaxCarry 5:4:3:2 EngineSound SND_BuildingHum ShowHealthBar TRUE } Healing lasers are a bit more complex. They are possible, and it's even possible to do exactly what you're asking. We'll look at the Mining Laser's files directly, and I will show you how to turn an upgraded Mining Laser into a healing laser. First, go to Data\Buildings\Gunstation within your extracted game files (this will make sense once you've extracted your WADs). Open the Gunstation.ae file with Notepad and look for this section: Upgrades { Level0000 { Turret GunPivot_Null,1,BigLazer } Level0001 { DTurret GunPivot_Null,1,BigLazer } } These lines define the laser that is mounted onto the building. From left to right, the values are: the animation or model for this upgrade; the mounting point for this object in the animation file; the specific mounting point if two have the same name, and the weapon type. The last one is the one you want. We can ignore the rest for now. Open your Lego.CFG file with Notepad and look for BigLazer under the WeaponTypes { section. You will see this: BigLazer { SlowDeath 1.0:3.0 DefaultDamage 10.0 RechargeTime 120.0 WeaponRange 200.0 WallDestroyTime_Hard 150.0 ; Hard Rock WallDestroyTime_Medium 11.0 ; Loose Rock WallDestroyTime_Loose 7.0 ; Dirt DischargeRate 0.25 ; Pilot 1.0:0.6:0.3:0.2 } The value you want is DefaultDamage. Make it negative and it will heal anything it hits. However, note that BigLazer is used by both the default and the upgraded versions of the Mining Laser. Copy the entire BigLazer entry, including the ending curly brace }, and paste it below the BigLazer entry. Rename this new entry to something like HealLazer and give it a negative DefaultDamage. -25.0 seems to heal about 40-60 health based on all kinds of factors that I've probably forgotten by now. Go back to Gunstation.ae and change the second BigLazer to HealLazer. It should look like this: Upgrades { Level0000 { Turret GunPivot_Null,1,BigLazer } Level0001 { DTurret GunPivot_Null,1,HealLazer } } Save all of these files, then run the game. Compile your WADs if necessary. Now, upgrading a Mining Laser will cause it to heal things, while regular ones damage things.1 point -
Post-race extended time: make players use warp?
CaptainGolem reacted to grappigegovert for a topic
So, I figured out how to make this possible (edit the two bytes at 0x38FD2 from 0x7410 to 0x9090 (1999nodrm ver)), but unfortunately, the player does not move forward with this warp. I'm not sure why.1 point -
Rock Raiders Release Differences
ShadowDraikana reacted to Cyrem for a topic
Since I own several LRR releases and thanks to Origamiguy's little checksum tool, I decided to make a differences topic like that of the LEGO Racers one. I'll try to get pictures of these soon. Original Big Box Disc Burn Type: Data and Audio Track No Disc Version: No Language: English LegoRR.exe: 5e0d7df8586ca77f2033773ae20ac8c1 280311 bytes 12/10/1999 02:32:36 LegoRR.icd: f6eb3f92f9242949cd126372eebb6cef 736813 bytes 12/10/1999 02:32:36 data1.cab: b01134e4aa28b989299f99edbbb80bf3 83291494 bytes 12/10/1999 02:40:06 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10 Lego Re-Release (Jewel Case with printed manual) Disc Burn: Data and Audio Track No Disc Version: No Language: English LegoRR.exe: 5e0d7df8586ca77f2033773ae20ac8c1 280311 bytes 12/10/1999 02:32:36 LegoRR.icd: f6eb3f92f9242949cd126372eebb6cef 736813 bytes 12/10/1999 02:32:36 data1.cab: b01134e4aa28b989299f99edbbb80bf3 83291494 bytes 12/10/1999 02:40:06 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10[/code] [b]SelectSoft Re-Release[/b] [code]Disc Burn Type: Data and Audio Track No Disc Version: Yes Language: English LegoRR.exe: 435e1919e9c68e533240d0fac8a278c8 735744 bytes 27/03/1999 02:46:10 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 19:41:36 data1.cab: ab2688c2c2158d37906a563fd326da3c 83298583 bytes 26/09/1999 04:25:02 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10[/code] [b]FocusMM (Fun Club) Re-Release[/b] [code]Disc Burn Type: Data track only No Disc Version: Yes Language: English LegoRR.exe: 576902df88d164300ca8eee047b4f478 736768 bytes 27/09/1999 11:42:04 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 19:41:36 data1.cab: e1d6cf9b45bb29929bd511c1c1c77b40 83291494 bytes 29/09/1999 13:06:14 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10[/code] [b]Reflex Re-Release[/b] [code]Disc Burn Type: Data track only No Disc Version: Yes Language: English LegoRR.exe: 576902df88d164300ca8eee047b4f478 736768 bytes 27/09/1999 11:42:04 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 19:41:36 data1.cab: e1d6cf9b45bb29929bd511c1c1c77b40 83291494 bytes 29/09/1999 13:06:14 LegoRR0.wad: 7b5b99316a071c155a1407e418a77e64 78968800 bytes 22/09/1999 23:53:50 LegoRR1.wad: 2a05f35e6c78e5e4beefe66b20862ad0 3754454 bytes 25/09/1999 16:37:10 CLGen.dat: 101ac7899f3298807d5a1d1e38621c9e 221 bytes 20/09/1999 18:58:10 CLGen.exe: 15c5cddb015839a874c86a6bb5e95a0a 40960 bytes 20/09/1999 15:57:12[/code] [b]Dice Re-Release[/b] (Thanks MCHover) [code]Disc Burn Type: Data track only No Disc Version: Yes Language: Swedish/Norwegian/Danish LegoRR.exe: 4cd346585dbe04ac314ea9a6e44b80b6 736256 bytes 04/10/1999 13:35:10 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 17:41:36 LegoRR0.wad: 65f14254d581d3eb6084728feaf30eac 76772227 bytes 05/10/1999 09:52:38 LegoRR1.wad: 66e7cde6f24fdcb648d3881640887d3c 3211194 bytes 01/10/1999 08:09:08 CLGen.exe: 8b7e8c7a6de2c47da132100ce253db79 40960 bytes 30/09/1999 14:18:58[/code] [b]Masterpiece Edition [/b](Thanks s0d3rberg) [code]Disc Burn Type: Data track only No Disc Version: Yes Language: Swedish/Norwegian/Danish LegoRR.exe: 4cd346585dbe04ac314ea9a6e44b80b6 736256 bytes 04/10/1999 13:35:10 LegoRR.icd: d41d8cd98f00b204e9800998ecf8427e 0 bytes 09/09/1999 17:41:36 LegoRR0.wad: 65f14254d581d3eb6084728feaf30eac 76772227 bytes 05/10/1999 09:52:38 LegoRR1.wad: 0b8cb770bb3c2c3c0d7dab6c370af464 3288198 bytes 09/10/1999 10:48:36 CLGen.exe: 8b7e8c7a6de2c47da132100ce253db79 40960 bytes 30/09/1999 14:18:58 [/code] If someone has the "XP Compatible" Jewel case release, please gather this info. From this information you will notice a couple of things things: The SelectSoft Re-Release is the best version of LRR. No Disc Required and it has the audio track burnt. Reflex, FocusMM and Dice re-releases do not have a audio track burnt. This means there is no game music in these versions!1 point
