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Posted: Tue Jul 07, 2015 1:03 pm
by garirry
Plurm wrote:What is the function of the Xyzzy :?:
None, it's just to tease you with an extremely high price! :P

Posted: Tue Jul 07, 2015 1:13 pm
by Muzozavr
garirry wrote:
Plurm wrote:What is the function of the Xyzzy :?:
None, it's just to tease you with an extremely high price! :P
I think it doesn't even exist in the game itself. The dialogue option is there, but even if you cheat to get this ungodly amount of coins, it will still say that you don't have enough. There's no item for it, either.

Posted: Tue Jul 07, 2015 1:22 pm
by garirry
Muzozavr wrote:
garirry wrote:
Plurm wrote:What is the function of the Xyzzy :?:
None, it's just to tease you with an extremely high price! :P
I think it doesn't even exist in the game itself. The dialogue option is there, but even if you cheat to get this ungodly amount of coins, it will still say that you don't have enough. There's no item for it, either.
Yes, I know that it doesn't exist and that it's unobtainable.

Posted: Tue Jul 07, 2015 11:16 pm
by Plurm
No. It is true...
I'll ask Antonio for this.
We own the xyzzy! :lol:

Epic Discovery

Posted: Tue Jul 07, 2015 11:21 pm
by Jutomi
That's Aweful! :mrgreen:

(That means full of awe, not full of... aw? :lol:)

Posted: Tue Jul 07, 2015 11:55 pm
by Plurm
Ok, so... Adventure 8 can't be opened.
When I import this xyzzy the model gone upside down :lol:
This is MY today's target mission.
I thought Antonio said it was a blinking tool, but, that's a long time I can't remember. :mrgreen:

Posted: Wed Jul 08, 2015 1:06 pm
by Pawelec
Plurm: try using PowerWOP to make a custom item using custom model, it's perfectly possible.

Now I have a thought... Isn't charging your gloves done via CMD? There's one way of doing that which I cannot tell about in public, and two conventional ways (regular and faint chargers). There may be a CMD with magic type and spell count used as data values.

Posted: Wed Jul 08, 2015 2:29 pm
by Plurm
Pawelec wrote:Plurm: try using PowerWOP to make a custom item using custom model, it's perfectly possible.

Now I have a thought... Isn't charging your gloves done via CMD? There's one way of doing that which I cannot tell about in the public, and two conventional ways (regular and faint chargers). There may be a CMD with magic type and spell count used as data values.
THANK YOU!!!! This is my main question that I can't know the answer but THANK YOU Pawelec! :D I realized there is....<>... There. You once ask that. I'll go check. Really thanks! :o
boywhoflies wrote:I don't know if this is possible but what about something that lets you warp anywhere withput blink, even past walls?(the xyzzy or however you spell it)
My wop skills are not so excellent, if I make it, aweful will be awful!
data\models\xyzzy\xyzzy.bmp data\models\xyzzy\xyzzy.3ds
Function is a problem, I'll try to apply from Antonio.

Hmmm..... So confused.
I can't edit in PowerWop, I don't know what "Type" and "SubType" data values mean. :?:

Posted: Fri Jul 10, 2015 1:10 pm
by Plurm
I want to make a Cloud City in WA3E, should I use the Retro-Style or POTZ Style?

Posted: Thu Jul 16, 2015 7:35 pm
by ab-47
Is it possible to edit a hub level from the official game? I downloaded the demo of WA1 yesterday and wanted to check a few things with the editor; the game, however, will MAV three times if I open a level. Is there a solution to this? :?

Posted: Thu Jul 16, 2015 8:20 pm
by garirry
ab-47 wrote:Is it possible to edit a hub level from the official game? I downloaded the demo of WA1 yesterday and wanted to check a few things with the editor; the game, however, will MAV three times if I open a level. Is there a solution to this? :?
Hmm... I do know that POTZ however works perfectly fine in the POTZ editor. I never succeeded opening a WA level in WAE 0.96, but I know you can use the secret in WA (can't mention it here, but I hope you know what I'm referring to) to do certain things (remember that the .wlvs are negative).

Posted: Thu Jul 16, 2015 9:27 pm
by jdl
ab-47 wrote:Is it possible to edit a hub level from the official game? I downloaded the demo of WA1 yesterday and wanted to check a few things with the editor; the game, however, will MAV three times if I open a level. Is there a solution to this? :?
If I remember correctly, WA1 is the only game that requires special treatment if you want to open it in the editor. Cbloopy has made a tool that allows you to convert levels to be loaded into the editor and to be converted back to WA1 format. This tool I've attached should do the trick. :)

Posted: Fri Jul 17, 2015 8:37 am
by Pawelec
It should be noted that the objects in converted WA1 levels are not editable. In MoFI you may get into some trouble with FlipBridges, they caused my editor to crash a few times, but don't worry - just keep trying, they will open eventually.

Posted: Mon Aug 24, 2015 7:22 am
by ab-47
Is there a way to remove the starting items (Glow gem, spy-eye, and the magic gloves) for custom adventures?

Posted: Mon Aug 24, 2015 10:20 am
by Pawelec
I don't know whether someone tried a starting dialogue taking the items with ID = -1 away from the player, but it may work.

Posted: Mon Aug 24, 2015 12:03 pm
by Master Wonder Mage
I'm not entirely sure it's been tried, but I'm nearly certain it's impossible, especially since it was impossible to remove Magic Gloves, Spy-Eye, Glowgem, and lamp via dialog even when we were able to set the ID.

Posted: Mon Aug 24, 2015 7:18 pm
by Pawelec
(read with GlaDOS voice) Oh cra-ap. I hoped it was possible. For science.

Collision Mesh Error

Posted: Thu Sep 17, 2015 10:39 pm
by Jutomi
The title of this post is possibly one way to transcribe what I've done...

Posted: Mon Mar 28, 2016 5:11 pm
by Hard-To-Destroy Reptile

Posted: Mon Mar 28, 2016 5:43 pm
by |Cookie|
Hard-To-Destroy Reptile wrote:So I tried to run a cutscene in the editor.
You are my hero. :cry: :cry: :cry: *tears of joy*

Posted: Mon Mar 28, 2016 9:52 pm
by loofisawesome
no

Posted: Sun Apr 10, 2016 10:17 pm
by |Cookie|
TIL..........
You can flash tentacles....

Posted: Sun Apr 10, 2016 10:23 pm
by Wonderland King
Just imagine the potential... :shock:

Posted: Sun Apr 10, 2016 11:21 pm
by Pawelec
I've made a list of not-so-obvious puzzle design concepts for my hub, but given it's closer to being abandoned than finished I may post it here:

- Tentacles, MooBots and Crabs hidden in their shells can be flashed.
- Objects can be re-flashed onto opened FlipBridge.
- Hitting a Green Crab hidden in its shell with a fireball (eg. POW) wakes the crab up.
- Green Crabs are immune to fireballs when they are awake.
- MooBots continue moving in their initial direction after the Brr ice block or Floing bubble which trapped them expires (yes, MooBots can use IceFloats and Flo Bubbles).
- Bridges react to colour changers, but only in colour range from 8 to 11.

Posted: Mon Jul 04, 2016 5:22 pm
by Hard-To-Destroy Reptile
Does anyone know if it's possible to make something happen if a specific custom item is used on a specific coordinate?

E.g. If a custom item with an ID of 5 is used on X: 11 Y:10, a key will activate.

Posted: Mon Jul 04, 2016 8:34 pm
by jdl
You should be able to do it by making the custom item activate a general command button that activates a key (or whatever you want to activate) by using ID On Local or ID Toggle Local.

Posted: Mon Jul 04, 2016 10:11 pm
by Hard-To-Destroy Reptile
That worked, thanks! :)