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Messages - Kashlavor

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Editor Discussion / Re: Question about custom upgrades
« on: October 30, 2014, 05:58:22 AM »
Check out the tweak folder, an "upgrade" is simply changing any number of the values which can be altered on a player.  Health, mana cost, which abilities are unlocked, all sorts of stuff.  You can read all of them in the individual class files.

Technical Support / Re: My Hammerwatch don't work HELP ME !!!!!
« on: October 24, 2014, 07:03:14 AM »
Are you running windows 8?

Technical Support / Re: Some Weird ASCII artwork going on, please help
« on: October 24, 2014, 07:02:06 AM »
You've unlocked the secret dwarf fortress game mode. Don't tell anyone how you did it, it's a secret.


If you want to switch back to normal mode though, I'd recommend that you uninstall and re-install the game, and try running it as an administrator.  For the devs to give you any real advice though I'm sure they could use information on what operating system you're using, graphics card, and if your computer can like run opengl or whatnot.

Editor Discussion / Re: Prototype mobs: Goblin towers
« on: October 24, 2014, 06:59:12 AM »
Noo, the file is gone, I was hoping to check this out.

Editor Discussion / Re: How do I change map size?
« on: October 24, 2014, 06:57:56 AM »
Not exactly sure what you're asking, are you saying you've made a map literally so large that Hammerwatch experiences technical difficulties with it? 

I mean, if so, might be better to break the map down into multiple files and link them together with some LevelExists.

Add in a script to that global event, you can use the ChangeUpgrades element to just remove that upgrade after they purchase it, so that way it will still be available next time. 

You could also use this same trick to let them unlock more fires as they go, have a ChangeUpgrade element in the very beginning of the first level which gives the player all of the bonfire upgrades (so they can't purchase them), then have another one later which removes that upgrade when they reach the fire.

Editor Discussion / Re: Shoot throughable wall question
« on: October 20, 2014, 07:30:25 AM »
Don't know of any way, thought about that but doesn't seem possible, maybe someone else has a better answer.

Best you could do would be to make it so that theres an areatrigger on the top of the cliff which makes it temporarily passable for shooting down, then turns that back off once you leave.

Editor Discussion / Re: Having some tile/doodad overlay problems
« on: October 20, 2014, 07:19:13 AM »
I believe that the autobias is the thing you're looking for, I'm pretty sure its the default layer which that doodad gets placed on.  You can even change what layer a doodad is on by selecting it and then hitting Ctrl+a number to put it on that layer, or ctrl+alt+number to go to negative that number.  Its why like the color sections always show up ontop of walls.

Resources / Re: [Tool] HWMod - Modify Hammerwatch on a whole new level
« on: October 18, 2014, 03:49:23 AM »
So what precisely does it do above and beyond the ResourceExtractor?

Lets you re-pack the assets.bin so that you can change the main menu?

Editor Discussion / Re: Multiplayer Spawn locations
« on: October 17, 2014, 11:15:34 PM »
Yea, thats the best I could figure as well.

Editor Discussion / Re: Having some tile/doodad overlay problems
« on: October 16, 2014, 05:40:43 AM »
<tileset level="10">

Depends what you set the level to, higher levels stack on top of lower numbers.  Keep in mind that each and every tileset needs a unique level number though, can't be the same as an existing one.

So your custom one probably just has a level which is too high.

Editor Discussion / Re: Multiplayer Spawn locations
« on: October 16, 2014, 03:10:35 AM »
CrusaderDeleters, how would you do that?  I know you could get them to each walk to a different point before starting but can't figure out how you'd do the teleporting.

Would be totally sweet if with just a bit of programming you could just be all

<array name="skills">

in the tweak.xml and the game just reads in four skills in order....

just sayin...

Hammerwatch Discussion / Re: Debug mode, console?
« on: October 12, 2014, 03:58:47 AM »
I believe if you go into the folder where Hammerwatch lives and then go to the editor/ subfolder you will see another application called HammerWatch.exe, that one (the one in the editor/ folder) is the debug version.

Editor Discussion / Re: Couple of questions about sprite scripting
« on: October 12, 2014, 03:31:04 AM »
All hail the mighty power of 2, the avatar of binary made manifest.

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