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Posted: Sun Nov 10, 2013 3:45 pm
by MyNameIsKooky
Krishiv738 wrote:MyNameIsKooky wrote:Krishiv738 wrote:MyNameIsKooky wrote:It turns out that the editor MAVs if a wop has more than 3 pages of parameters. What a bummer.
Speaking of wops, I've been working on a wop editor program. Hopefully it'll be released within a few days.

Because the adjusters get wrong values,each parameter's value is(you know where it's value is stored(right after the two sets of ÿÿÿÿs)).When there are more than three pages of parameters,it's value area reaches to parameters and then they get wrong value.
Uh, nope. Adding more parameters to a wop doesn't affect the parameters' values at all. They simply allow you to adjust more values via the editor. And not all of the default values are stored after the "two sets of ÿÿÿÿs".
Ahem,I Said after two sets of ÿÿÿÿs.
uuuuuuuhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
your reading comprehension is questionable
Posted: Tue Nov 19, 2013 1:08 am
by MyNameIsKooky
The wop editor is almost finished!

Posted: Tue Nov 19, 2013 2:08 am
by StinkerSquad01
Nice!
How about the .wlv editor?
Posted: Tue Nov 19, 2013 7:22 am
by dig 222
MyNameIsKooky wrote:The wop editor is almost finished!

This will be helpful!

Posted: Tue Nov 19, 2013 9:21 am
by Krishiv738
WOP EDITOR WHERe
Posted: Tue Nov 19, 2013 1:17 pm
by StinkerSquad01
it's right there silly
Posted: Tue Nov 19, 2013 1:58 pm
by Krishiv738
StinkerSquad01 wrote:it's right there silly
I mean the link to download it.
Posted: Tue Nov 19, 2013 3:46 pm
by dig 222
Krishiv738 wrote:StinkerSquad01 wrote:it's right there silly
I mean the link to download it.
He's still making it.
Posted: Tue Nov 19, 2013 4:26 pm
by Pawelec
MyNameIsKooky wrote:The wop editor is almost finished!

If you could add an option to add custom lines for allowing the use of custom models with WAE Tools then it will be absolutely perfect tool. Also, I don't know if that's possible, but I cannot see an option to set object's logic.
All in all, do want that piece of software VEEERY MUCH.
Posted: Tue Nov 19, 2013 5:26 pm
by Qloof234
If I recall, the in-editor Logic adjustment is Type/SubType.
Posted: Tue Nov 19, 2013 8:48 pm
by MyNameIsKooky
Pawelec wrote:If you could add an option to add custom lines for allowing the use of custom models with WAE Tools then it will be absolutely perfect tool.
I'm not sure about having custom line support since WA3E is so close anyway. If I feel motivated enough I'll look into it though.
Qloof234 wrote:If I recall, the in-editor Logic adjustment is Type/SubType.
Yes, that is correct.
Posted: Wed Nov 20, 2013 9:41 am
by Krishiv738
Add movement type in your wop editor,you could find the place where movement type bytes are stored,also add item text because if your object logic custom item,it will need item text when it is in inventory like your custom item's custom text is ball and when your mouse hovers over it,it would be play instead of Use.(ball and play are custom item text)
Posted: Wed Nov 20, 2013 4:29 pm
by Pawelec
Krishiv738 wrote:Add movement type in your wop editor
Why have I never thought of that? Is it REALLY possible to set a MovementType in WOP? I cannot recall finding an adjustment controlling it via the WOP coding. If there is a way, then I must have missed it. IF THERE IS A WAY, I NEED TO KNOW IT!

Posted: Wed Nov 20, 2013 9:08 pm
by MyNameIsKooky
Krishiv738 wrote:Add movement type in your wop editor,you could find the place where movement type bytes are stored,
Found it!
Krishiv738 wrote:also add item text because if your object logic custom item,it will need item text when it is in inventory like your custom item's custom text is ball and when your mouse hovers over it,it would be play instead of Use.(ball and play are custom item text)
Item text is hardcoded into wg.exe. It cannot be edited without editing wg.exe itself.
Pawelec wrote:Is it REALLY possible to set a MovementType in WOP?
MovementType does not have a valid adjuster. However, MovementType does have a setting found inside the wop file itself.
I've also uncovered a few other things which lack adjusters, like settings for the particles created when an object is destroyed. And there's still 65 values which I haven't found the function of.
I've also found out that the decimal-based settings use the IEEE-754 single precision floating-point format for the value stored inside the wop files. The only exception to this seems to be ScaleAdjust. It's going to be a bit difficult to convert IEEE-754 to and from hexadecimal since I'm unfamiliar with working at the bit level.
Posted: Wed Nov 20, 2013 9:13 pm
by Qloof234
MyNameIsKooky wrote:Krishiv738 wrote:also add item text because if your object logic custom item,it will need item text when it is in inventory like your custom item's custom text is ball and when your mouse hovers over it,it would be play instead of Use.(ball and play are custom item text)
Item text is hardcoded into wg.exe. It cannot be edited without editing wg.exe itself.
I think he's talking about the "Item/Use" text that appears in the inventory. That's not hard-coded, it's in the Item .wop file itself. The "You cannot use this item here" or whatever is hardcoded, though.
Posted: Wed Nov 20, 2013 9:20 pm
by Pawelec
MyNameIsKooky wrote:I've also uncovered a few other things which lack adjusters, like settings for the particles created when an object is destroyed.
Talking about particles: I'd be very grateful if someone found out how to change the ID of particles emitted by Fire Traps.
Posted: Wed Nov 20, 2013 9:21 pm
by MyNameIsKooky
Qloof234 wrote:MyNameIsKooky wrote:Krishiv738 wrote:also add item text because if your object logic custom item,it will need item text when it is in inventory like your custom item's custom text is ball and when your mouse hovers over it,it would be play instead of Use.(ball and play are custom item text)
Item text is hardcoded into wg.exe. It cannot be edited without editing wg.exe itself.
I think he's talking about the "Item/Use" text that appears in the inventory. That's not hard-coded, it's in the Item .wop file itself. The "You cannot use this item here" or whatever is hardcoded, though.
Oooh, I see now. Yeah, I'll add that to the wop editor.
Posted: Wed Nov 20, 2013 9:29 pm
by Sammy_P
Krishiv738 wrote:WOP EDITOR WHERe
PQ WHERe
kirsh pls
Posted: Wed Nov 20, 2013 11:07 pm
by Nobody
Sammy_P wrote:Krishiv738 wrote:WOP EDITOR WHERe
PQ WHERe
kirsh pls
I don't know what this post is but his name is Krish, not kirsh.
Posted: Thu Nov 21, 2013 9:36 am
by Krishiv738
Nobody wrote:Sammy_P wrote:Krishiv738 wrote:WOP EDITOR WHERe
PQ WHERe
kirsh pls
I don't know what this post is but his name is Krish, not kirsh.
Both of you are wrong,my name is krishiv not kirsh or krish.
The wop editor is useless without object logic,movement type and data names(eg.if model is chomper,the datas will become speed,special.so that we could know what data we should set)
Posted: Thu Nov 21, 2013 12:39 pm
by Krishiv738
the whole list of logics are here(including potz ones):
Clicky clicky
Posted: Thu Nov 21, 2013 1:18 pm
by StinkerSquad01
If you have been reading the posts, you will have seen that logic has already been added and MovementType cannot be added. As for the "data names", I'm fairly certain it does those on its own.
Also, you are wrong too, your name is Krishiv738.

Posted: Thu Nov 21, 2013 8:11 pm
by MyNameIsKooky
Krishiv738 wrote:The wop editor is useless without object logic,movement type and data names(eg.if model is chomper,the datas will become speed,special.so that we could know what data we should set)
Well, Krish, I suppose it's a good thing I already had support for editing both logic and MovementType before your post claimed they were missing.
SS01 wrote:MovementType cannot be added.
What I meant was that MovementType cannot be added as an adjuster in WAE, but its value can be set inside the wop file.

Posted: Thu Nov 21, 2013 9:25 pm
by StinkerSquad01
Oh! Well, that's pretty neat, no more bothersome CMD 51 stuff. [/lame]
Posted: Fri Nov 22, 2013 9:21 am
by Krishiv738
MyNameIsKooky wrote:Krishiv738 wrote:The wop editor is useless without object logic,movement type and data names(eg.if model is chomper,the datas will become speed,special.so that we could know what data we should set)
Well, Krish, I suppose it's a good thing I already had support for editing both logic and MovementType before your post claimed they were missing.
SS01 wrote:MovementType cannot be added.
What I meant was that MovementType cannot be added as an adjuster in WAE, but its value can be set inside the wop file.

That's what I was saying,I forgot where is movement type is stored?
Ahem,How many time I have to tell MY USERNAME IS KRISHIV768 NOT KRISH!!!

Posted: Fri Nov 22, 2013 12:00 pm
by |Cookie|
Krishiv738 wrote:Ahem,How many time I have to tell MY USERNAME IS KRISHIV768 NOT KRISH!!!

They use krish as a short way of typing your name, I see nothing wrong with this, why are you so annoyed?

Posted: Fri Nov 22, 2013 1:48 pm
by Krishiv738
kidkidaaa1 wrote:Krishiv738 wrote:Ahem,How many time I have to tell MY USERNAME IS KRISHIV768 NOT KRISH!!!

They use krish as a short way of typing your name, I see nothing wrong with this, why are you so annoyed?

because that's ANOTHER name.
Posted: Fri Nov 22, 2013 2:16 pm
by yot yot5
Krishiv738 wrote:kidkidaaa1 wrote:Krishiv738 wrote:Ahem,How many time I have to tell MY USERNAME IS KRISHIV768 NOT KRISH!!!

They use krish as a short way of typing your name, I see nothing wrong with this, why are you so annoyed?

because that's ANOTHER name.
Sooooooooo? People often call me Yot, and people often call MyNameIsKooky MNIK. They use a different name just to save time.
Posted: Fri Nov 22, 2013 2:22 pm
by Krishiv738
This is going off-topic.
Posted: Fri Nov 22, 2013 3:54 pm
by Nobody
okay krish