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The NReality Mod Help Thread

Posted: 2009.05.19 (19:30)
by kkstrong
Do you need help creating a certain mod for an NReality map? Post it here, and people will try to help you.

Please in this format:
Mod:
Mod properties:
Other Requests:
Before Posting here, try looking in the NReality Mod Help Wikia or Modmaster -- My NReality Mod Building program

Re: The NReality Mod Help Thread

Posted: 2009.05.20 (21:49)
by Cheez
Here's a format:

Mod:

Mod properties:

Pathing:

Area trigger area:




Mod: Rocky drone (seeker)

Mod properties: Regular everything, except it freezes when it sees you.

Pathing:Left to right, please?

Area trigger area:N/A

Re: The NReality Mod Help Thread

Posted: 2009.05.21 (04:47)
by Superpok
using your modmaster, i get the code, but what do i replace the x, y and path with?

like what are the dimensions of the field in x and y and what are the possible pathes and directions?

and if just paste my drone code at the end of the data right?


thanks

Re: The NReality Mod Help Thread

Posted: 2009.05.21 (08:44)
by kkstrong
@ MyCheezKilled yours:
6^60,540,2,1,121,0^,.0000000001





@ Superpok:

x is the x coordinate in the map
y is the y coordinate in the map

paths:
path controls the drone's pathfinding algorithm (e.g. surface follow etc.)
SURFACE FOLLOW Clock Wise = 0
SURFACE FOLLOW Counter Clock Wise = 1
WANDER Clock Wise= 2
WANDER Counter Clock Wise = 3
WANDER ALTERNATING = 4
WANDER RANDOM = 5

direction:
direction controls which direction the drone/object starts as.
right = 0
down = 1
left = 2
up = 3

Re: The NReality Mod Help Thread

Posted: 2009.05.23 (01:56)
by Superpok
thanks, and i know what x and y are, but what are the dimensions of the map, do you know?

Re: The NReality Mod Help Thread

Posted: 2009.05.23 (05:35)
by Unreality
Superpok wrote:thanks, and i know what x and y are, but what are the dimensions of the map, do you know?
when you place objects in nreality, there is a coordinate number following your mouse

Re: The NReality Mod Help Thread

Posted: 2009.05.23 (07:02)
by kkstrong
And the dimensions of a map are 800x600 or 600x800 I dunno. I know it is 800 long and 600 high!

Re: The NReality Mod Help Thread

Posted: 2009.06.05 (03:20)
by bufar
Superpok wrote:thanks, and i know what x and y are, but what are the dimensions of the map, do you know?

The map is 768 pixels wide and 576 pixels tall. So the dimensions are 768x576.

Re: The NReality Mod Help Thread

Posted: 2009.06.05 (10:51)
by Pikman
Superpok wrote:thanks, and i know what x and y are, but what are the dimensions of the map, do you know?
It's 768*576 without the outside wall, and 792*600 with the outside wall.

Re: The NReality Mod Help Thread

Posted: 2009.06.17 (03:50)
by Superpok
thanks

and to get it to stand still, NaN replaces path correct?

Re: The NReality Mod Help Thread

Posted: 2009.06.17 (13:30)
by Pikman
Superpok wrote:and to get it to stand still, NaN replaces path correct?
Yes. It's the last value. Also note that while standing still, chainguns and lasers will still fire.

Re: The NReality Mod Help Thread

Posted: 2009.06.17 (15:58)
by kkstrong
The Direction is the last number.

The Path is the 3rd number after the ^

As I understand it (without looking), you can replace either number for a still drone. Called Manual NEDiting.

Re: The NReality Mod Help Thread

Posted: 2009.08.07 (15:50)
by Knull
Mod:coordinate pathing
mod properties: ending the loop
other: causing lag

My question concerns coordinate pathing causing lag. I have been adding :NaN as the final tile drone coordinates in my maps, and one map I am working on seems to lag after three or four of these paths are triggered. Is this a valid method to keep a coordinate path from continuing? I cannot use custom pathing for certain areas because tile drones don't lay tiles as instructed above a certain speed. Here is the map I am working on:


Re: The NReality Mod Help Thread

Posted: 2009.11.30 (13:43)
by shadow93kangaroo
hi there, i have a question...
i want a tile-drone to move 6 blocks to the left, putting down an empty tile and then stop there
i used: !6^465,465,0,0,122,0^,,0^^RRRRRRB,6,1,1
in this casee the drone move to the right! why?
and maybe you could add to your answer a website where i could find all these special cases listed

write a message to me please

thanks

Re: The NReality Mod Help Thread

Posted: 2009.11.30 (14:22)
by chume14
hi there, i have a question...
i want a tile-drone to move 6 blocks to the left, putting down an empty tile and then stop there
i used: !6^465,465,0,0,122,0^,,0^^RRRRRRB,6,1,1
in this casee the drone move to the right! why?
and maybe you could add to your answer a website where i could find all these special cases listed

write a message to me please

thanks
R stands for right if you want it to move left you need

!6^465,465,0,0,122,0^,,0^^LLLLLLB,6,1,1

i use the following pages to help me mod

http://n.wikia.com/wiki/List_of_NReality_Mods

http://n.wikia.com/wiki/User:Player_03/NReality_mods

along with mod master

http://www.forum.easterviking.com/viewt ... =45&t=2412

Re: The NReality Mod Help Thread

Posted: 2009.11.30 (14:57)
by shadow93kangaroo
oh shit :P i am noobish
sorry for that nonsens question and thanks chume14

can anyone give me the code for exactly this tiledrone !6^465,465,0,0,122,0^,,0^^LLLLLLB,6,1,1
and add the mod of area trigger or a switch? i want the drone to start moving when the ninja gets a key... please help
and maybe you could explain what you did for me, so that i don't have to ask for every drone i want to mod :D
thanks

Re: The NReality Mod Help Thread

Posted: 2009.11.30 (15:30)
by chume14
oh shit :P i am noobish
sorry for that nonsens question and thanks chume14

can anyone give me the code for exactly this tiledrone !6^465,465,0,0,122,0^,,0^^LLLLLLB,6,1,1
and add the mod of area trigger or a switch? i want the drone to start moving when the ninja gets a key... please help
and maybe you could explain what you did for me, so that i don't have to ask for every drone i want to mod :D
thanks
How to do a switch trigger ------------------------------------------------------------------------------------------------------------------------------------

First place the door and key you want to trigger the drone. If you want the switch to just trigger the drone and not have and associated door place it in the door at the edge of the map or in a tile or something.

This should generate a piece of code something like this for the door
9^348,564,0,0,11,23,1,-1,0
Leaving you with total code something like this


To make this door into a trigger add a triggerID like ^1,! leaving you with
9^348,564,0,0,11,23,1,-1,0^1,!
This labels this door-key as trigger 1 if you need multiple triggers each one must have a different number corrasponding to the objects it triggers

Now add your tile-drone
6^465,465,0,0,122,0^,,0^^LLLLLLB,6,1,1
The format goes ObjectNumber^BasicObjectInfo^ObjectModInfo(in this case the tile dropping infomation)^TriggerInfo^PathingInfo
So we must place the TriggerInfo after the 3rd ^ this gives
6^465,465,0,0,122,0^,,0^1,1,^LLLLLLB,6,1,1
The first 1 refers to the fact that it's an on trigger a trigger which turns on the drone the second number refers to the triggerID which trigger triggers it so 2nd tiledrone triggered by a 2nd switch would be
6^465,465,0,0,122,0^,,0^1,2,^LLLLLLB,6,1,1

Our total code for the level should now look something like this


Test it to see if this is roughly what you want you should be able to edit the variables to get it where you want exactly hope it helps. Area triggers are a little more complicated maybe another day I'll attempt to explain them.

Looking closely at the code of this level may also help you
http://www.nmaps.net/186593

Re: The NReality Mod Help Thread

Posted: 2009.11.30 (16:23)
by shadow93kangaroo
Chume... you are awesome <3
thanks a lot, but here is my next problem:

the tiledrone should look like this
Image
but it does not

thanks for help

Re: The NReality Mod Help Thread

Posted: 2009.11.30 (19:40)
by chume14
Chume... you are awesome <3
thanks a lot, but here is my next problem:

the tiledrone should look like this

but it does not

thanks for help
I'm sorry but I really don't know whats wrong with that I even tried changing it so the door was iconed and it worked

but for the tile-drone I'm can't seem to get it to work. Very strange hopefully someone else can help.

Re: The NReality Mod Help Thread

Posted: 2009.12.03 (18:56)
by shadow93kangaroo
chume14 wrote:I'm sorry but I really don't know whats wrong with that I even tried changing it so the door was iconed and it worked

but for the tile-drone I'm can't seem to get it to work. Very strange hopefully someone else can help.
hm, seems that no knows it or even reads it :D
shit - i want to know whats wrong...

Re: The NReality Mod Help Thread

Posted: 2009.12.10 (19:47)
by Sunset
Mod: Cold Drone
Mod properties: It freezes you. it's like the laser drone, only slower (in firing, not speed), it's light cyan, and if the shot hits you your char turns light cyan and can't move. rockets/gauss can't hit you though.
Other Requests: Idk

Re: The NReality Mod Help Thread

Posted: 2009.12.11 (21:51)
by shadow93kangaroo
shadow93kangaroo wrote:hm, seems that no knows it or even reads it :D
shit - i want to know whats wrong...
ok - i konw it now...
a simple bug in modmaster!
if you use the imagehelp and put in "tile drone" modmaster gives you a "0" as index but tiledrone index is "122"

wrong
||||0,_icon,^^http://img189.imageshack.us/img189/9536/cannonball.png|#
right
||||122,_icon,^^http://img189.imageshack.us/img189/9536/cannonball.png|#

Re: The NReality Mod Help Thread

Posted: 2009.12.13 (15:30)
by chume14
ok - i konw it now...
a simple bug in modmaster!
if you use the imagehelp and put in "tile drone" modmaster gives you a "0" as index but tiledrone index is "122"

wrong
||||0,_icon,^^http://img189.imageshack.us/img189/9536/cannonball.png|#
right
||||122,_icon,^^http://img189.imageshack.us/img189/9536/cannonball.png|#
Oh good glad you worked that out it had been bugging me I'll report the bug to kkstrong if you haven't yet. You need to change your offset values cause at the moment the icon is skewed.
Mod: Cold Drone
Mod properties: It freezes you. it's like the laser drone, only slower (in firing, not speed), it's light cyan, and if the shot hits you your char turns light cyan and can't move. rockets/gauss can't hit you though.
Other Requests: Idk
Sorry but I think you're on completely the wrong thread this thread is for help with existing mods if you want to suggest new ones go here http://www.forum.easterviking.com/viewt ... =45&t=2840 also a freeze drone has already been suggested sorry

Re: The NReality Mod Help Thread

Posted: 2009.12.20 (20:28)
by shadow93kangaroo
mod: area trigger
mod properties: gravity
other: area trigger triggers gravity on/off

i saw this mod here at n0_ma11y's map
and i want to understand this Oo

please explain

Re: The NReality Mod Help Thread

Posted: 2009.12.22 (02:00)
by chume14
mod: area trigger
mod properties: gravity
other: area trigger triggers gravity on/off

i saw this mod here at n0_ma11y's map
and i want to understand this Oo

please explain
Ok so he hasn't actually modded the gravity thats a ninja mod and they are not trigger able. Instead he has applied a custom path to the ninja.
Look at the code of the ninja (it's always the first in the object data starting with a 5^ here it is)

5^84,252^^1,9,10^u,6,,0.2

Breaking this down
5^84,252 refers to a normal ninja and its position
5^84,252^^^u,6,,0.2 would make that ninja constantly travel upwards ( info after 3 of these ^ like this ^^^ means its a custom path u is for up) all this pathing does is move the ninja up 0.2 each frame (note this is also why he doesn't accelerate up as gravity would do) it doesn't actually define his position (which some pathings like circular do) so that can still be influenced by other factors like the reaction forces of tiles and the friction you artificially generate when pressing the arrows.
5^84,252^^1,9,10^u,6,,0.2 info after the second ^ indicates this pathing is trigger-able the 1 means wait for a trigger before starting the 9 means it is trigger ID 9 that will start it and the 10 means it is trigger ID 10 that will stop it these refer to area triggers at the end of the map data which you can check and alter for your desired triggers.