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Showing content with the highest reputation on 12/05/2018 in all areas

  1. FeebTube

    Project Island - a LEGO Island fan-made sequel

    it'll be bigger than Fortnite and middle schoolers everywhere will learn to skate
    1 point
  2. Cirevam

    Please help me adjust Lego Rock Raiders.

    Swap the position of BigLazer and HealLazer in Gunstation.ae. All you're doing is changing which upgrade level has the heal lazer. You can additionally change the HealLazer so it doesn't use any crystals when firing. In the Lego.CFG file, go to your HealLazer entry and change DischargeRate to 0. Now it doesn't use any crystals. If you're clever, you'll do this for all lazers, so you can use them in every level without permanently losing crystals... Nope, that's impossible without some serious hacks. Many things in this game are "hard coded," which means we can't change them through normal modding. Minifigure behaviors and other AI routines are generally hard coded. Recharging drained energy crystals is one of these routines.
    1 point
  3. Cirevam

    Please help me adjust Lego Rock Raiders.

    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
  4. grappigegovert

    Post-race extended time: make players use warp?

    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
  5. polymaker

    Custom Bricks for LDD

    Hi everyone, I'm terribly sorry for the long absence. I recently stumbled upon this thread again and I see that a lot of you guys are interested by my work. To do a long story short I kinda assumed the forum was dead and I also lost interest in the project. But as you might have guessed I'm writing here because I've recently started working on the project again. Currently, I'm still far away from having a functional tool to edit and create custom bricks. Recently I've been more focused on a tool that creates custom palettes (aka lego set) for LDD. If you didn't know, LDD has an undocumented feature to have a defined inventory of bricks with quantities (instead of an infinite number of all possible bricks) and tracks the quantity remaining of each bricks, which basically sums up to virtually building a lego set. This tool is mostly done and only requires a little more error checking and a nicer user interface. Once this is finished I will get back to develop an application for creating and editing custom bricks. I'll keep you updated of my progress.
    1 point
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