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Posted: Sun Nov 21, 2010 8:01 pm
by MyNameIsKooky
My point is that would have been hilarious with certain uses.

Posted: Sun Nov 21, 2010 8:06 pm
by ^_^
MyNameIsKooky wrote:My point is that would have been hilarious with certain uses.
I was talking to SS.

Posted: Tue Nov 23, 2010 8:54 pm
by MyNameIsKooky
I've been poking around in the MOFI files for stuff. 9.wlv and 10.wlv have the nametag of "Cutscene1b". Perhaps by editing 9.wlv and 10.wlv and triggering the cutscene via command could be a first step to making custom cutscenes???

Posted: Wed Nov 24, 2010 4:24 am
by StinkerSquad01
Those are probably the levels used for making the cutscenes.Offtopic: How do you hex something to add ScaleAdjust to it?

Posted: Wed Nov 24, 2010 4:31 am
by MyNameIsKooky
StinkerSquad01 wrote:Those are probably the levels used for making the cutscenes.
Isn't that what I just said? :?

Posted: Wed Nov 24, 2010 4:38 am
by StinkerSquad01
>.< I need to tone up my reading skills today. :roll:
This is good though. If we could find a way to edit the text...
:|

Posted: Wed Nov 24, 2010 4:42 am
by MyNameIsKooky
StinkerSquad01 wrote:This is good though. If we could find a way to edit the text...
:|
Editing the cutscene text would be blatantly easy to do. You just have to search through wg.exe with a Hex Editor.

Posted: Wed Nov 24, 2010 4:43 am
by StinkerSquad01
Sorry I'm rather new to Hex editing. :?

Posted: Sat Nov 27, 2010 4:56 pm
by StinkerSquad01
Can some one tell me how to hex edit things to get to colors you normally cant get to?

Posted: Sun Nov 28, 2010 5:43 am
by Guppy Star
Is there any wop file which will just be a tile? eg: making portraits on the wall

Posted: Sun Nov 28, 2010 8:52 am
by ^_^
Generic tile...
Search it.

Posted: Sun Nov 28, 2010 12:41 pm
by Guppy Star
but I must say black is transparent for generic squares

Posted: Sun Nov 28, 2010 12:42 pm
by Guppy Star
DP

But I must say if I set the colour to 1,1 Black, it will not be transparent. I discovered in paint that the normal black colour is 0,0. so I changed it to 1,1 and when I worked in WA MOFI, it was not transparent

Posted: Sun Nov 28, 2010 12:54 pm
by ^_^
You can't see it in editor.
Only ingame.

Posted: Sun Nov 28, 2010 1:02 pm
by Guppy Star
That's what I'm talking about. Did you read it carefully?
I always think before i do something...

Posted: Thu Dec 02, 2010 8:02 pm
by horseman
[deleted]

Posted: Thu Dec 02, 2010 8:18 pm
by jdl
Horseman please don't spam.

Posted: Mon Dec 06, 2010 11:04 am
by Guppy Star
Can anyone get a X, Y, Z adjust on

1. Teleporter
2. Transporter
3. Gate
4. Button
5. Items

It will be useful for multiheight adventures.

Ex. If you start on floor1 and see a transporter on top, go to levelexit t 2nd floor (new room) and use the transporter in that room. When you come back to the first room without using transporter back, it will not be where you started.

Such wops can be useful for making a powerplant, Robot tower

Posted: Mon Dec 06, 2010 2:23 pm
by StinkerSquad01
Keys have a ZAdjust already I believe, not sure about the others.

Posted: Mon Dec 06, 2010 2:53 pm
by ^_^
original gates have that, if not, there still was a glitch i was doing to z up the gates.

Posted: Wed Dec 08, 2010 12:57 pm
by Guppy Star
Anyone knows how to make the arcade machine like the one in MOFI retroworld, white jagged machine?

Posted: Sat Dec 11, 2010 4:14 pm
by StinkerSquad01
Thats just a jagged wall with a part of the leveltex on it. Nothing special

Posted: Sat Dec 11, 2010 4:17 pm
by DEEMAN223344
Yes, but I assume that the orbs are normal objects, nothing more.

Posted: Mon Dec 13, 2010 10:49 pm
by Emerald141

Posted: Mon Dec 13, 2010 10:55 pm
by MyNameIsKooky
cbloopy never mentioned such a number, so there probably isn't one.

Posted: Wed Dec 15, 2010 2:56 pm
by Guppy Star
Any command which can make objects other than monsters behave like other objects like command51?

Posted: Wed Dec 15, 2010 10:04 pm
by DEEMAN223344
cbloopy wrote:
jdl wrote:There are new CMDs!!! :o Can you at least post a description of what one does?
Um, kind of jumping the gun, but I guess I could.

Although a lot of them you already know, and the few that are "new" are either not that groundbreaking, or require a bit of information (hence the guide I'm writing) to make use.

Here we go (stuff in brackets [] indicate CMDs you likely already know about, from previous posts):

4: Sets object modifier #Data2 to value Data3 for Objects with ID matching Data1
7: [warp to level (x,y)]
8: [start adventure]
28: Activates all AskAbouts with AskAboutActive value = Data1 across all Dialogs
29: DeActivates all AskAbouts with AskAboutActive value = Data1 across all Dialogs
30: Toggles all AskAbouts with AskAboutActive value = Data1 across all Dialogs
51: Set MovementType to value Data4 for Objects with ID matching Data1
52: Set MovementType to value Data2 and MovementTypeData to value Data3, for Objects with ID matching Data1
61: [CMD version of NPC Move button]
62: [CMD version of NPC Change button]
63: [CMD version of NPC Change button]
64: CMD version of NPC Exclamation button (Data1 = NPC ID, Data2 = Particle ID, Data3 = How Many)
102: [run cutscene #1--not available in WA Editor]
103: [run cutscene #2--not available in WA Editor]
104: [run cutscene #3--not available in WA Editor]
114: [activates shards teleportation]
115: [open Floing menu--not available in WA Editor]
116: [change player's hat--MOFI only]
117: [change player's accessory--MOFI only]

For better or worse, I can confirm that the list of CMDs above, plus the ones already listed in Midnight Synergy's reference page, they are ALL the CMDs there are in the game's programming (I've checked wg.exe in WA1, WA Editor and MOFI).
See for yourself.

Posted: Wed Dec 15, 2010 10:05 pm
by StinkerSquad01
I wonder if MS will make some new commands for POTZ. :?

Posted: Wed Dec 15, 2010 10:12 pm
by DEEMAN223344
He obviously will, he did for MOFI.

Posted: Mon Dec 20, 2010 10:34 am
by Guppy Star
StinkerSquad01 wrote:I wonder if MS will make some new commands for POTZ. :?
Or a whole new system of files different from MOFI