Hey, hopefully this is the right place to put this. I just began making maps in nreality and am very interested in adding mods. The nwiki page was too confusing for me but I found one section of it to be very useful: http://n.wikia.com/wiki/User:Player_03/NReality_mods . If there is any information like that I can find anywhere else that would be awesome. Thanks.
edit: Just found this also and it was very useful: http://forum.therealn.com/viewtopic.php?f=18&t=1046 .
NReality Mods
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I learned to use NReality mods from player03's tutorial as well, along with the wiki article. I saw the wiki first, and it was a bit too confusing, so I decided to look at other NReality maps as examples. Give me a moment, and I'll give you an example.
Let's take a look at this map:

When loaded into NReality, You'll see that the rockets are very fast, but they don't follow you once launched. Both these attributes can be achieved using mods. (Let's ignore the floorguards for now)
The Code pertaining to the NReality mods is located at the end of all the level data, so the entire level data would look something like this:
Now, the code that has to do with the rockets in the aforementioned level is below:
The code can be simplified into three different statements:
You'll notice that each of the three statements begin with the number thirteen. The thirteen tells NReality that the statement has to do with rockets, as each mod is assigned a different number.
After the 13, each statement defines what Nreality should do to the rockets. Should it alter the turn rate, or change the maximum speed of the rocket? Finally, the third part of each statement tells NReality how much each variable should be changed by. As you can see, the maximum speed of the rockets in the level above is set at 15, which is pretty fast.
One of the downsides of moding in Nreality is that once you go into edit mode, all of your mods get erased, so you have to copy the mod code each time you want to edit, and paste it back/load it in once you're finished.
Hope that helps. Post back here or PM me if you have any other questions.
Let's take a look at this map:
When loaded into NReality, You'll see that the rockets are very fast, but they don't follow you once launched. Both these attributes can be achieved using mods. (Let's ignore the floorguards for now)
The Code pertaining to the NReality mods is located at the end of all the level data, so the entire level data would look something like this:
Code: Select all
1001101112 (tile data) 01010211|5^444,84!10^3 (object data) 4!10^396,324|||| (Nreality object mods go here)
Code: Select all
||||13,turnRate,0;13,maxspeed,15;13,startaccel,15
Code: Select all
13,turnRate,0; 13,maxspeed,15; 13,startaccel,15
After the 13, each statement defines what Nreality should do to the rockets. Should it alter the turn rate, or change the maximum speed of the rocket? Finally, the third part of each statement tells NReality how much each variable should be changed by. As you can see, the maximum speed of the rockets in the level above is set at 15, which is pretty fast.
One of the downsides of moding in Nreality is that once you go into edit mode, all of your mods get erased, so you have to copy the mod code each time you want to edit, and paste it back/load it in once you're finished.
Hope that helps. Post back here or PM me if you have any other questions.

Part of this community since 2007. — Play Subvein
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Wow, thanks for putting in all that effort, that really helped. So basically you learned how to do different mods from examining already made maps?heatwave wrote:I learned to use NReality mods from player03's tutorial as well, along with the wiki article. I saw the wiki first, and it was a bit too confusing, so I decided to look at other NReality maps as examples. Give me a moment, and I'll give you an example.
Let's take a look at this map:
When loaded into NReality, You'll see that the rockets are very fast, but they don't follow you once launched. Both these attributes can be achieved using mods. (Let's ignore the floorguards for now)
The Code pertaining to the NReality mods is located at the end of all the level data, so the entire level data would look something like this:Now, the code that has to do with the rockets in the aforementioned level is below:Code: Select all
1001101112 (tile data) 01010211|5^444,84!10^3 (object data) 4!10^396,324|||| (Nreality object mods go here)
The code can be simplified into three different statements:Code: Select all
||||13,turnRate,0;13,maxspeed,15;13,startaccel,15
You'll notice that each of the three statements begin with the number thirteen. The thirteen tells NReality that the statement has to do with rockets, as each mod is assigned a different number.Code: Select all
13,turnRate,0; 13,maxspeed,15; 13,startaccel,15
After the 13, each statement defines what Nreality should do to the rockets. Should it alter the turn rate, or change the maximum speed of the rocket? Finally, the third part of each statement tells NReality how much each variable should be changed by. As you can see, the maximum speed of the rockets in the level above is set at 15, which is pretty fast.
One of the downsides of moding in Nreality is that once you go into edit mode, all of your mods get erased, so you have to copy the mod code each time you want to edit, and paste it back/load it in once you're finished.
Hope that helps. Post back here or PM me if you have any other questions.
edit: After looking at the map the rockets were actually extremely slow and the floor guards were really fast. So I don't really understand how he could mod both those when all of the Nreality objects mods start with 13.
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Yea, pretty much. I just took that map and played around with those numbers. I discovered that you can make a rocket seem to appear out of thin air by placing the rocked inside of a tile and setting the initial speed of the rocket to 200.
edit: I'm not sure how he edited the floorguards. If I remember correctly, the process for making a force field drone envolves editing the object data of the drone itself, so I suppose not all NReality mods go after the level data.
edit: I'm not sure how he edited the floorguards. If I remember correctly, the process for making a force field drone envolves editing the object data of the drone itself, so I suppose not all NReality mods go after the level data.

Part of this community since 2007. — Play Subvein
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yeah, Nreality can be complicated, i wish Unreality could find some easier way to implement it
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I found this quite good; it's better than Player_03's, as it has all the mods. It also has a really easy to use contents page: I think it makes things very easy to find.
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I'm pretty good at NReality and I just copy and paste saved mods into the data and edit it if neccesary. Take your time and experiment and I'm sure you will get the hang of the mods. Starting with something easy like FFD's and ghost drones is a good way to start. As that only envolves changing one number in the code :)

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