Wop Request Thread *NOW OBSOLETE*

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Wonderman109
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Post by Wonderman109 » Wed Mar 20, 2013 9:43 pm

Stinker models have never worked with modelswapping, as far as the first pages indicate.

And thwarts can't shoot any other fireball other than Pow; only fireflowers can do that.
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StinkerSquad01
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Post by StinkerSquad01 » Wed Mar 20, 2013 9:44 pm

Any model with special animations for it, like Thwarts swinging arms, and Fireflowers lurching when they shoot, or Stinkers walking will not work with model swapping.
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boh123321
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Post by boh123321 » Wed Mar 20, 2013 10:51 pm

Wonderman109 wrote:Stinker models have never worked with modelswapping, as far as the first pages indicate.

And thwarts can't shoot any other fireball other than Pow; only fireflowers can do that.
Ah, well
no
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yot yot5
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Post by yot yot5 » Thu Mar 21, 2013 4:57 pm

Is it possible for someone to make a Z-adjustable void?
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Wonderman109
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Post by Wonderman109 » Fri Mar 22, 2013 1:22 am

I think it already exists. Didn't Emerald post a Super-Adjustable Void a couple pages back?
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Wonderman109
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Post by Wonderman109 » Fri Mar 22, 2013 2:09 am

DP here you go. I found this in my editor.
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Technos72
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Post by Technos72 » Sun Jun 23, 2013 4:25 pm

Is it ever possible to make cuboids which can only be destroyed by the same colored magic?

If not, I therefore have all the impossible WOP ideas.
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Yzfm
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Post by Yzfm » Sun Jun 23, 2013 5:44 pm

Nope, no magic other than pow has destructive behaviour. Also, you can't specify if something destructive can or cannot destroy something destructible. We can only make objects that look like other objects (for example, a scritter that looks like a cuboid) or make an object with a really high adjustment (a chomper with speed +1000, for example) or add adjustments for objects that didn't have them before.
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Emerald141
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Post by Emerald141 » Sun Jun 23, 2013 10:22 pm

Last edited by Emerald141 on Fri Sep 02, 2022 7:06 pm, edited 1 time in total.
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Krishiv738
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Post by Krishiv738 » Wed Jul 31, 2013 11:13 am

I just made a POTZ wop its rotating cuboid

Spoiler: made a cuboid with coin logic

I first tried with gem logic but It looked awkward so replaced it with coin logic

also my wop store
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Krishiv738
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Post by Krishiv738 » Fri Aug 02, 2013 6:11 am

Emerald141 wrote:DP.

On that note, can anyone say "Portal 2 Excursion Funnel"? :3
I made an excursion funnel model,but emitter is not perfect,cannot make spiral threads(which it emits) only some circular plates with no holes

It contains three parts:
1.emitter
2.thread blue
3.thread orange

here is the model file but please PM me the adventure which uses this model
because I never tested it.
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Post by jdl » Wed Aug 07, 2013 12:41 am

(Post Deleted, nevermind).
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Krishiv738
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Post by Krishiv738 » Fri Aug 09, 2013 9:22 am

What do you mean?
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Qloof234
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Post by Qloof234 » Tue Oct 08, 2013 3:13 am

This is only a small thing, but something I find weird is that the FireFlower object in the Editor doesn't have a Timer variable. It has TimerMax1, yes, but there's no "offset" variable like there are on other objects.

I've tested the IceFlower and FireFlower objects with these variables added, and they both work pretty much as expected. The .wop files are in the attached .ZIP (I haven't checked to see if anyone's done this already, if so, ignore this).

One note: They do seem to track time differently. Having a group of 8 flowers with TimerMax1 at 325 and Timer starting at & increasing by 50 clockwise (so the last one is 400) gives a continuous stream of firing. I don't know what that's all about or how to fix it, sorry. Best to use experimentation to see what works here.
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md
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Post by md » Tue Oct 08, 2013 6:39 am

Just a quick question, what is the exact difference between TimerMax and Timer?
I kind of know. but I am unsure of exactly what the difference is.
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Qloof234
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Post by Qloof234 » Tue Oct 08, 2013 7:59 am

TimerMax1 is the amount of time (in ticks/frames, I believe? assuming a constant FPS of 60) between actions; Timer is the delay before the first action.

For instance, if two FireFlowers have a TimerMax1 of 200, they'll fire with the same amount of time between shots. If one of them has a Timer value of 50 and one a value of 100, then the one with 50 will fire first, followed by the second one. The time between shots is still the same, but the offset is different.

Hope that helps. :)
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md
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Post by md » Wed Oct 09, 2013 8:13 pm

Qloof234 wrote:TimerMax1 is the amount of time (in ticks/frames, I believe? assuming a constant FPS of 60) between actions; Timer is the delay before the first action.

For instance, if two FireFlowers have a TimerMax1 of 200, they'll fire with the same amount of time between shots. If one of them has a Timer value of 50 and one a value of 100, then the one with 50 will fire first, followed by the second one. The time between shots is still the same, but the offset is different.

Hope that helps. :)
Ah, okay. Yes, that makes sense. I was able to make Bridges function correctly with the Timer, but at least now I know exactly what they do. Thank you! :D
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Post by LexieTheFox » Tue Nov 12, 2013 12:33 am

Can anyone make me a coin with a key model, and vice versa?
I have plenty of ideas for them... :twisted:
EDIT: Sorry for resurrecting.
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Krishiv738
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Post by Krishiv738 » Tue Nov 12, 2013 3:03 am

LexieTheFox wrote:Can anyone make me a coin with a key model, and vice versa?
I have plenty of ideas for them... :twisted:
EDIT: Sorry for resurrecting.
Coin with a key model and vice versa?

I will just set coin logic to key and vice versa.
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dig 222
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Post by dig 222 » Fri Nov 15, 2013 6:07 pm

Can someone make a fence post that behaves like a scritter?
Please? :D
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Post by Krishiv738 » Sat Nov 16, 2013 7:30 am

dig 222 wrote:Can someone make a fence post that behaves like a scritter?
Please? :D
I can make that very easily,I am not able to attach attachments because I always post with my iPad,attachment on Monday.
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Post by MyNameIsKooky » Sun Nov 17, 2013 1:44 am

Here you go, dig and Lexie. :)
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LexieTheFox
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Post by LexieTheFox » Sun Nov 17, 2013 1:48 am

MyNameIsKooky wrote:Here you go, dig and Lexie. :)
Thanks, MNIK! :)
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LexieTheFox
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Post by LexieTheFox » Sun Nov 17, 2013 4:14 am

Sorry for making another request so soon, (and a DP no doubt. Sorry!)
But does anyone have Statue WOPs?
I heard a while back that someone had created statues of every monster and such in WA, (except the chomper as it still chomped)
Does anyone else have these wops or something similar?
If so, may I have them? Thanks. :)
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Blazeknight
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Post by Blazeknight » Sun Nov 17, 2013 6:45 am

LexieTheFox wrote:Sorry for making another request so soon, (and a DP no doubt. Sorry!)
But does anyone have Statue WOPs?
I heard a while back that someone had created statues of every monster and such in WA, (except the chomper as it still chomped)
Does anyone else have these wops or something similar?
If so, may I have them? Thanks. :)
Maybe you can make grey textures for them and put them on a wall logic so that they get stuck there like statues
Happy to Help!

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LexieTheFox
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Post by LexieTheFox » Sun Nov 17, 2013 6:46 am

Blazeknight wrote:
LexieTheFox wrote:Sorry for making another request so soon, (and a DP no doubt. Sorry!)
But does anyone have Statue WOPs?
I heard a while back that someone had created statues of every monster and such in WA, (except the chomper as it still chomped)
Does anyone else have these wops or something similar?
If so, may I have them? Thanks. :)
Maybe you can make grey textures for them and put them on a wall logic so that they get stuck there like statues
True, but then some of them would still move. Like a chomper,
or the scritter or thwart.
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Post by Pawelec » Sun Nov 17, 2013 9:43 am

LexieTheFox wrote:Sorry for making another request so soon, (and a DP no doubt. Sorry!)
But does anyone have Statue WOPs?
I heard a while back that someone had created statues of every monster and such in WA, (except the chomper as it still chomped)
Does anyone else have these wops or something similar?
If so, may I have them? Thanks. :)
Well, I have them but they malfunction all the time, due to the strange XY offset they get in the Player. They are pure pain to work with, so I won't upload them.
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dig 222
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Post by dig 222 » Sun Nov 17, 2013 9:59 am

MyNameIsKooky wrote:Here you go, dig and Lexie. :)
Thanks, I need that wop because I'm attemping to make the stupidest, evilest, most attrocious adventure ever. :lol:
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dig 222
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Post by dig 222 » Sun Nov 17, 2013 3:18 pm

Krishiv, did you test your wops? Your shooter stinker MAVS the game...
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StinkerSquad01
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Post by StinkerSquad01 » Sun Nov 17, 2013 3:42 pm

Stinkers cannot be used in modelswaps (or logicswaps too I'm assuming).
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