The Soleutator Posted February 4, 2011 Share Posted February 4, 2011 Hi, I'm new to modding Rock Raiders, and decided to try out the map editor. It's simple enough, but I have a few questions, that may be answered by searching, but frankly, I'm feeling a bit lazy, so I decided to post a topic instead. First off, is there a way to make piles of energy crystals on the cavern floor? The "crystal/ore" option to place energy crystals seems to be limited to rockwalls, but it is important that I have a pile of several crystals start out on the floor, rather than in a wall. Anyone done this before that can offer a pointer? Second, I would also like to place several vehicles down on the map at the start. Is there a way to do this? The map editor seems to be pointing towards the "custom" option under objects/buildings, but I'm not sure what the different vehicles are called, or where to find what they're called. Third, I would like to both spawn monsters that start in various caverns, and cause them to emerge (being able to control the frequency of how often they emerge). Is there a way to do both of these? Fourth, how exactly can I go about changing the objectives? I'd like to make the objective to collect a certain number of energy crystals. I will probably have more questions later, but for now, that's it. Thanks! Link to comment Share on other sites More sharing options...
McJobless Posted February 4, 2011 Share Posted February 4, 2011 Hi, I'm new to modding Rock Raiders, and decided to try out the map editor. It's simple enough, but I have a few questions, that may be answered by searching, but frankly, I'm feeling a bit lazy, so I decided to post a topic instead. The moderators will have our heads for this insolence, but here I go: First off, is there a way to make piles of energy crystals on the cavern floor? The "crystal/ore" option to place energy crystals seems to be limited to rockwalls, but it is important that I have a pile of several crystals start out on the floor, rather than in a wall. Anyone done this before that can offer a pointer? We use a thing called the ".ol" file. This would be a great time to search for a tutorial on them, as I'm feeling to lazy to type up that. Basically, it's a simple copy/paste job and then you change the object name to something like "Crystal" (See below advice), then you edit the X and Y position values and the rotation value. Second, I would also like to place several vehicles down on the map at the start. Is there a way to do this? The map editor seems to be pointing towards the "custom" option under objects/buildings, but I'm not sure what the different vehicles are called, or where to find what they're called. Once again, ".ol" editing. To find out the names for things, open Lego.cfg, then scroll down till you see "ObjectNames" (or use the search function). That has the codes for every object in the game. If you see a name that doesn't look recognisable, scroll up/down to "Vehicle names" to see what each one is called in-game. Third, I would like to both spawn monsters that start in various caverns, and cause them to emerge (being able to control the frequency of how often they emerge). Is there a way to do both of these? .cfg editing. Look up the .cfg entry for the level you are modding, and find "EmergeTimer". Change the value. Spawning in different in other caverns is basic through the use of Map Creator. Fourth, how exactly can I go about changing the objectives? I'd like to make the objective to collect a certain number of energy crystals. NERPS scripting...THE PAIN...Cyrem has a brilliant script application, find it, and use the wizard to make a basic script for this. I will probably have more questions later, but for now, that's it. Thanks! No problem. Have you a good night, mate! Link to comment Share on other sites More sharing options...
The Soleutator Posted February 4, 2011 Author Share Posted February 4, 2011 Thanks for the help! It... Helped! Monsters, vehicles, and crystals are no longer a problem, but I was wondering, is there a way to start the game with upgraded vehicles? It doesn't look like it's as simple as changing the object "type." Link to comment Share on other sites More sharing options...
McJobless Posted February 4, 2011 Share Posted February 4, 2011 Thanks for the help! It... Helped! Monsters, vehicles, and crystals are no longer a problem, but I was wondering, is there a way to start the game with upgraded vehicles? It doesn't look like it's as simple as changing the object "type." Open the .cfg, and scroll dow to "Stats". Find the ObjectName for your vehicle of choice. From here you need to edit specific values. This is an example: SmallDigger { Levels 8 RouteSpeed 02.000:02.000:04.000:04.000:02.000:02.000:04.000:04.000 SoilDrillTime 01.000:01.000:01.000:01.000:01.000:01.000:01.000:01.000 LooseDrillTime 02.000:01.000:02.000:01.000:02.000:01.000:02.000:01.000 MedDrillTime 04.000:02.000:04.000:02.000:04.000:02.000:04.000:02.000 HardDrillTime 180.000:150.000:180.000:150.000:180.000:150.000:180.000:150.000 SeamDrillTime 08.000:04.000:08.000:04.000:08.000:04.000:08.000:04.000 MaxCarry 0:0:0:0:0:0:0:0 SurveyRadius 0:0:0:0:4:4:4:4 TrackDist 50.0 CollRadius 10.0 CollHeight 12.0 PickSphere 20.0 CanBeDriven TRUE CrossLand TRUE RouteAvoidance TRUE UseSmallTeleporter TRUE VehicleCanBeCarried TRUE CostCrystal 1 UpgradeCostOre 0:5:10:10 UpgradeCostStuds 0:1:2:2 ShowHealthBar TRUE EngineSound SND_SmallEngine } Now, see how the values at the top have an ":"? Well, that basically tells the game the first value is level one, the next value after the ":" is level 2 and on and on. Simply delete the first value and colon (":") and add a value to the end (It's not going to be used, I believe, so make it what ever number you want). RouteSpeed is about how fast it goes, then there are various drilling times, then how much it can carry (MaxCarry), then how many tiles it can see on the radar (probably need a better explanation for this), and the final values at the bottom show how many ore/studs are required to upgrade it. As for the model, you need LW or some other modeling application. Link to comment Share on other sites More sharing options...
The Soleutator Posted February 5, 2011 Author Share Posted February 5, 2011 Thanks for the help! It... Helped! Monsters, vehicles, and crystals are no longer a problem, but I was wondering, is there a way to start the game with upgraded vehicles? It doesn't look like it's as simple as changing the object "type." Open the .cfg, and scroll dow to "Stats". Find the ObjectName for your vehicle of choice. From here you need to edit specific values. This is an example: SmallDigger { Levels 8 RouteSpeed 02.000:02.000:04.000:04.000:02.000:02.000:04.000:04.000 SoilDrillTime 01.000:01.000:01.000:01.000:01.000:01.000:01.000:01.000 LooseDrillTime 02.000:01.000:02.000:01.000:02.000:01.000:02.000:01.000 MedDrillTime 04.000:02.000:04.000:02.000:04.000:02.000:04.000:02.000 HardDrillTime 180.000:150.000:180.000:150.000:180.000:150.000:180.000:150.000 SeamDrillTime 08.000:04.000:08.000:04.000:08.000:04.000:08.000:04.000 MaxCarry 0:0:0:0:0:0:0:0 SurveyRadius 0:0:0:0:4:4:4:4 TrackDist 50.0 CollRadius 10.0 CollHeight 12.0 PickSphere 20.0 CanBeDriven TRUE CrossLand TRUE RouteAvoidance TRUE UseSmallTeleporter TRUE VehicleCanBeCarried TRUE CostCrystal 1 UpgradeCostOre 0:5:10:10 UpgradeCostStuds 0:1:2:2 ShowHealthBar TRUE EngineSound SND_SmallEngine } Now, see how the values at the top have an ":"? Well, that basically tells the game the first value is level one, the next value after the ":" is level 2 and on and on. Simply delete the first value and colon (":") and add a value to the end (It's not going to be used, I believe, so make it what ever number you want). RouteSpeed is about how fast it goes, then there are various drilling times, then how much it can carry (MaxCarry), then how many tiles it can see on the radar (probably need a better explanation for this), and the final values at the bottom show how many ore/studs are required to upgrade it. As for the model, you need LW or some other modeling application. Thanks, though that wasn't quite what I was trying to ask. It doesn't matter anymore though, I got it by just fine (or better) without pre-upgraded vehicles . I also got basic objectives to work. Will link the "finished" map soon. Edit: Take a look: Link to comment Share on other sites More sharing options...
McJobless Posted February 5, 2011 Share Posted February 5, 2011 Thanks, though that wasn't quite what I was trying to ask. It doesn't matter anymore though, I got it by just fine (or better) without pre-upgraded vehicles . I also got basic objectives to work. Will link the "finished" map soon. Good to know your almost done! Just a quick question, could you explain a little better what you wanted to know? Just in-case someone else comes along with the same problem so I don't make the same mistake twice (lol)... Link to comment Share on other sites More sharing options...
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