The NReality Mod Help Thread

Talk about Unreality's Dronie winning N 1.4 mod, NReality, here!
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Postby Slayr » 2010.08.15 (00:58)

how do you make a oneway appear? i use modmaster and the thing that tells me will make it appear doesn't because its already there to begin with so i tried to delete it and just the triggering code but then nothing happened. can you hurry this is for NUMACON

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Postby bufar » 2010.08.15 (02:30)

I can't figure out how to do it. As a workaround, you can hide it behind some tiles and move it to where you want it. Here's an example map. I use coordinate pathing because normal custom paths weren't working out well for me.

Another workaround is to put a trigger on the ninja's starting point to make it disappear, then make it re-appear when you want it to. Here's another example map:

A third workaround is to have it face a direction it won't be helpful in, and spin it to where you want it to go. This is much less flexible, as the one-way is (usually) always visible. Here's an example map (surprise, surprise):


I didn't really explain how to do any of these, so if you need more help please ask.

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Postby Slayr » 2010.08.15 (03:28)

would you mind explaining that a bit more, i almost figured it out but i need some more help.

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Postby bufar » 2010.08.15 (16:48)

For the first method, place a one-way where you want it to end up and write down the coordinates. The coordinates are right after the first caret. in the object's data. Now delete the one-way and place it behind some tiles, facing the way you want it to. Add this to the object's data:

Code: Select all

^^^x coordinate.y coordinate,8,,speed

The trigger should go between the second and third caret.

For the second method, put the one-way where you want it and add special triggers to it. Add this to the code of the one-way:

Code: Select all

^^,,,Start Special Trigger,Stop Special Trigger

Stop Special Trigger makes it disappear, and Start Special Trigger makes it re-appear. Remember to put the stop special trigger on the point the ninja starts at.

For the third method, place the one-way on the square you want it, but facing a wrong direction. Then you can use special triggers to turn it 90, 180, or 270 degrees clockwise. Add this data to the one-way:

Code: Select all

^^,,,1.2

This is for a 180 degree turn. If you want 90 only use one start special trigger, and if you want 270 use three. Remember to separate the numbers with periods. Also, add this to the door:

Code: Select all

^,,1.2

Again, you only need one for a 90 or thee for a 270.

If this doesn't make sense please say so.

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Postby NPLUS » 2010.08.21 (19:36)

New question.
On this map:
http://www.nmaps.net/188116
The author made it, so when you go into Red Zone, the gravity changes to the opposite.
How do I do that?

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Postby Universezero » 2010.08.22 (02:19)

@NPLUS: He did that by using Area Triggers. http://n.wikia.com/wiki/List_of_NReality_Mods#AreaTrigger

Here's an example of one of the area triggers he used:

||||||!5^158.503:393.582^1;

The first 5 means that the area effects all launchpads that enter it / are in it. 158.503 and 393.582 are the two points that form the rectangularly shaped area. And, ^1, triggers the... well, trigger, that is associated with any launchpad that enters that area that has a trigger assigned to 1. At least, that's how I understand it. Can anyone clarify?
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Postby NPLUS » 2010.08.22 (08:48)

Still dont get it. What does everything mean? how.....
On List of Mods page, it doesnt say what codes I can put in, only what it means, which dosent help mutch

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Postby Universezero » 2010.08.22 (09:45)

Area triggers are one of the more confusing mods; they require a lot of trial and error. I'd like to help you more, but I'm a bit rusty as far as Nreality goes; especially with Area Triggers. I guess all I can recommend is to look at maps that use Area Triggers, then try and relate the effect in the map to the code. Hopefully, that will show you what each part of the trigger does.
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Postby NPLUS » 2010.08.23 (16:26)

Still cant figure this out. Nothing make sense.
Hoping that bufar can explain this.

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Postby 大見解 » 2010.08.24 (23:20)

NPLUS wrote:Still cant figure this out. Nothing make sense.
Hoping that bufar can explain this.


Sorry, but universezero's explanation wasn't accurate.

this the number following the ! mark actually corresponds to the object number in the NED, not the NReality object numbers.
So in this case, the 5 would correspond to the ninja, not a launchpad.

||||||!5^158.503:393.582^1;

once the ninja enters the box formed by top left corner of (158,503) and lower right corner of (393,582), the start trigger 1 will be activated.

I find it easy to find coordinates by placing pieces of gold or mines on the corners of your desired box.

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Postby NPLUS » 2010.08.25 (10:33)

Thanks, I think I am getting the first part.
However, how would the "trigger 1" look like? I thought it was 5^36,540^^1,1,2^D,6,0,0.3

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Postby 大見解 » 2010.08.25 (17:33)

NPLUS wrote:Thanks, I think I am getting the first part.
However, how would the "trigger 1" look like? I thought it was 5^36,540^^1,1,2^D,6,0,0.3


well with what you wrote, it looks like the ninja will be forced to go down if he is in the area trigger with start trigger of 1.
The ninja would stop witht he custom path once stop trigger 2 is activated.

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Postby NPLUS » 2010.08.25 (21:47)

Man! The area trigger just wont work. I dont get what I am doing wrong. I can activate this trigger with a locked door, but area trigger wont work.

This will be activated: 5^36,540^^1,1,2^U,6,0,0.3 by this area trigger: 5^27.27:766.298^1;

The area trigger is placed after the sixth "|". It is the only trigger there.

The area that activates the area-trigger is the red on this image:
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I go into the red area, and nothing happens! What the hell am I doing wrong?

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Postby 大見解 » 2010.08.26 (00:45)

try instead of using

5^27.27:766.298^1;

use

!5^27.27:766.298^1;

that exclamation mark may make a difference.

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Postby NPLUS » 2010.08.28 (18:16)

New questions.

1. Is there any way I can make the ground slippery? Like walk on ice

2. How can I make a drone stand still(and later move, without triggers)

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Postby bufar » 2010.08.29 (02:11)

1. I would increase the values of skidFriction (and probably standFriction as well) playermods. I don't think you want to make either of them larger than 1 though.
2. I don't think you can, sorry. If the problem is that you want it to start and stop based on timing and not on the ninja's actions, I think I can whip something up for you.

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Postby NPLUS » 2010.08.29 (16:49)

If the problem is that you want it to start and stop based on timing and not on the ninja's actions, I think I can whip something up for you.

hit me up.

More detalied information I wanted on 2), exemple I use custom path, I put to the drone LLLLNNNRRR. The N would mean "neutral", it stand still for some time, and then countinue to go right. The method I use right now is to use coordinates, but it is very very annoying and require lots of code.

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Postby bufar » 2010.08.29 (20:39)

You can't do that as far as I know. I thought I could put an area trigger in the path of the drone which would stop it and trigger an item hidden by tiles. This item would in turn enter an area trigger which would stop it and start the drone. I can't get it to work though. The coordinate path method you're using is probably easier. Sorry that I couldn't help.

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Postby 大見解 » 2010.08.29 (21:29)

or you could have a hidden drone that activates an area trigger at the right time to stop and start the other drone.

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Postby BBBB » 2010.09.06 (04:09)

So i see all these codes that arnt really featured on the wiki? Is there a link or something to help me learn these like a list? Also one question since i don't know much about programming and stuff are these all made in N reality and you learn it or do you actually peice together mods by putting different mods together?

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Postby Universezero » 2010.09.06 (05:25)

BBBB wrote:So i see all these codes that arnt really featured on the wiki? Is there a link or something to help me learn these like a list? Also one question since i don't know much about programming and stuff are these all made in N reality and you learn it or do you actually peice together mods by putting different mods together?

Basically, you learn new things by reading the wiki, looking at what other people have done, and looking at the code in Unreality's maps. Things that have never been done before are often achieved through experimenting wildly. It takes time, and isn't especially easy. I did attempt to make an Nreality guide, but it got really old really fast. Also, I think bufar would be more suited to making something like that. He's way better at it.
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Postby bufar » 2010.09.06 (05:37)

I'm flattered, but I don't think I'm that good at this. Anything original I've made (if there is any) started as "I wonder if I can do this." Then I'd go to the wiki and see if there were any mods I could use to achieve that goal. I use that same method for this thread.

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Postby 大見解 » 2010.09.06 (14:37)

And it's also about having ideas about mods that you have used, and trying to use those to effect (affect) maps in different ways.

Sometimes it works, sometimes it doesn't. Sometimes, it takes like 10 lines of code, sometimes it takes only 1.

It all depends on what you do.

And to answer BBBB's question, it's more of, you add a bunch of symbols and numbers to modify objects, not so much piecing together mods to create 1 mod. You can, however modify many aspects of an object with 1 mod. And of course, you can have any number of mods in a map really.

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Postby Slayr » 2010.09.08 (22:16)

I`m planning to make an image map and was wondering how to get the image over the tiles.

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Postby bufar » 2010.09.09 (06:26)

You would want to make that image the foreground image. The foreground image goes in front of the tiles and items, and the background image goes behind them. The code is this: (put it after the map data)

Code: Select all

|background image|foreground image|


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