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Messages - Clarity

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Editor Discussion / Re: Can monsters use player abilities?
« on: September 14, 2013, 04:38:22 PM »
Digging the Maggot and Tick codes. Thanks for that Myran!

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Hammerwatch Discussion / Re: Patch Notes for 1.1
« on: September 14, 2013, 04:37:03 PM »
Loving the new survival, it's actually pretty hard. Nice job! :D

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Hammerwatch Discussion / Re: Suggestion and question about modding
« on: September 14, 2013, 04:36:35 PM »
The assets.bin doesn't actually contain any source code (except for the shaders), so to make your own behaviors from scratch you would need to mod the .exe

Yeah but I can't really access the .exe or anything inside ><

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Hammerwatch Discussion / Re: Different Board Software!
« on: September 14, 2013, 04:35:35 PM »
Personally I like this one, I mean, why try to fix something that doesn't need fixing?

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Hammerwatch Discussion / Re: Suggestion and question about modding
« on: September 13, 2013, 11:48:05 PM »
Ah and you couldn't decompile the exe file? What are you using for decompiling?

I'm using the resource extractor you gave us.

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Hammerwatch Discussion / Re: Suggestion and question about modding
« on: September 13, 2013, 11:00:44 PM »
EDIT: Augh, don't mean to be such a bother, but I guess I can't get the mods moving without the behaviours and even with the new extractor I have no luck with extracting any other file except for the assets.
Oh? What are you trying to do, and how?

Trying to get the behaviours because they aren't located in the assets and I think a couple of extra core game files might help, but other than that i'll be set for my modding plans.

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Editor Discussion / Re: Range on Melee
« on: September 12, 2013, 03:35:38 AM »
I'm trying to have a mob that acts as melee but with a long range. I've tried setting it as a ranged with an invisible projectile but that just causes all kinds of issues. Melee range is based on their collision - so as far as their 'range' is, the player can also hit them from that range, which kinda defeats the purpose. Is there a way to accomplish what I'm trying that I'm missing maybe?

what do you mean by long range? Like aggro range or attack range or etc.?

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Technical Support / Re: The game start, but I can only see black squares
« on: September 12, 2013, 02:11:53 AM »
Well... *le sigh* :) It's frustrating cause my laptop meets all the prerequisites and I didn't know why it's not workin ._.

If you're using steam try verifying the integrity of your cache. It's possible the game cache is corrupt.

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Editor Discussion / Re: Can monsters use player abilities?
« on: September 12, 2013, 02:10:27 AM »
I'm still confused. You're saying you can code new behaviors into the game but it would require a mod loader? Why can't you just add new behaviors and such to the existing code - and since those behaviors are not called by the default game but are accessible by the xmls you make they won't bother the 'vanilla' game - and use them without a mod loader?

Also you say even though its not open source accessing and creating behaviors is possible - Can you explain how? How do I get to those files because I can guarantee I'll make new ones if it's there.

I've attempted myself to make a "Chaos Mode" of this game by making smarter AI and stronger enemies, but as I packed it back up and replaced the default assets.bin with the modded one, the game will NOT load at all and will instead give you an error.

How? Go find a dll to C# converter and locate it in one of the dlls (I wont say which one, just cause.) and bam there they are! However, I don't think modding through the dlls is going to work, so I shall await Myran to respond to my modding question thread for my answer. Until then, we wait.

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Resources / Re: Color Gradient Doodads Pack
« on: September 12, 2013, 02:03:21 AM »
Unless you remove minimap polys from each doodad, one can easily use the map to see if there are red dots and walls/keys/etc on the other side of these.

Yet another hurdle one must over come. -sigh-

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Editor Discussion / Re: Can monsters use player abilities?
« on: September 12, 2013, 02:00:31 AM »
When you say limited to my abilities how do you mean? As far as I know this project wasn't open sourced and able to impliment new behaviors or abilities except through editing xml files with existing parameters. In that sense, we're limited by the parameters given - how do you mean?

Well basically, even though this isn't open source, accessing and creating new behaviours is very much possible and such we can create new xml files, but to actually use them within the assets folder, there would be a need of a mod loader or such of some sorts in the assets folder that allows us just pack up an edited assets folder and still allow it to be usable, which is very much possible for people to make, just it takes time and effort. Modding a game is limitless, yet limited at the same time due to your own abilities. Anything is really possible just if you can figure it out. So there really aren't any parameters limiting us and I hope I can soon physically show you this myself as I have mods in the works, but I need to get behaviour files, but I don't want to use a dll converter, in case Myran has a solution. Hope this helps clear things up.

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Editor Discussion / Re: Can monsters use player abilities?
« on: September 11, 2013, 09:12:50 PM »
I'd imagine making a custom status effect in itself would be difficult enough, but having it affect the player is even harder. I'd personally wait until they add status effects on players in the future, but if you seriously need it quick then try what you can. I'll be glad to help.
I'm not looking to code anything into the engine just yet - just asking whether it is possible to use the existing XML/Behaviors to add an immobilizing effect like the Ranger's ability does on mobs. I'm guessing it's a no but I still want to be sure. The abilities for casters are kinda limited at this point. The ones I can name are:
teleporting, casting projectiles(homing or non), summoning, nova, and healing.

Don't get me wrong these are all usable and fine - but still quite limited. I'm trying to make mobs that don't behave exactly how mobs behave in vanilla hw :P There are plenty of abilities that bosses use that don't seem to be available for use by other mobs as well which is a bit limiting.

Honestly the mobs are unlimited, but limited to your own abilities. If you can't do it, you should seek alternatives or methods.

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Editor Discussion / Re: Can monsters use player abilities?
« on: September 11, 2013, 03:47:44 AM »
I want a monster to have an ability that immobilizes the player it casts the spell at, like the ranger's vine/entangle ability. I of course wouldn't use that sprite as the effect, but I want the same game-mechanic to work for a certain mob. Possible?

I'd imagine making a custom status effect in itself would be difficult enough, but having it affect the player is even harder. I'd personally wait until they add status effects on players in the future, but if you seriously need it quick then try what you can. I'll be glad to help.

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Hammerwatch Discussion / Re: Suggestion and question about modding
« on: September 11, 2013, 02:41:25 AM »
Are you talking about the behaviors as in the code for the behaviors? Like changing/making your own behaviors? This sounds like a must for me to learn >< What programming is needed?

Also, how would you be able to mod the game and keep the original game too? Is there a mod loading UI I haven't seen?

Well I would have you learn C# because this is the language it is coded in, there is no mod loading UI and is not required at this point and yes you can still keep the original files of the game, but they need to be stored elsewhere while you use the mods (especially if the mod is located IN the assets folder, a custom assets folder if you will).

EDIT: Augh, don't mean to be such a bother, but I guess I can't get the mods moving without the behaviours and even with the new extractor I have no luck with extracting any other file except for the assets.

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Hammerwatch Discussion / Re: Suggestion and question about modding
« on: September 10, 2013, 11:46:34 PM »
How is this resource extractor different than the one in our editor folder? And what exactly is this repacker for?

Well this extractor allows for more files to be extracted which allows modders to open up more files like the behaviours and the repacker allows modders to convert our modded files into ones that are usable in game.

Edit: Well Xeronkar, Myran can't share everything, that can lead to technical and possibly legal issues so I understand and plus I think I might be the only one serious about modding here so I guess it never came up.

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