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[ Fast mortars ]
Modern Warfare1.0 – 20lt
IP: 37.205.11.54
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Version: OpenLieroX 0.58 rc3
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Liero v1.0 – 100lt
IP: 91.156.42.210
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Max Kills: 20
Version: OpenLieroX 0.58 rc3
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angry (5 lives, 0 kills)
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Author Topic: Custom Dirt?  (Read 1439 times)

spinner2

Custom Dirt?
« on: August 12, 2010, 04:55:40 pm »
How can i make my own dirt? i just need to atleast know where the dirt image png is just tell me where it is and i can go from there but i cant find it cause im basing it off the fact that if i find it then i will see the greendirt with it but is that true?
thanks

Tafka

Re: Custom Dirt?
« Reply #1 on: August 12, 2010, 04:57:24 pm »
LX folder -> Data -> Themes.

spinner2

Re: Custom Dirt?
« Reply #2 on: August 12, 2010, 08:58:25 pm »
Front or back tile ? or is it a dif 1? misc1 misc 2 misc3??????
and where is green dirt?
« Last Edit: August 12, 2010, 09:14:47 pm by spinner2 »

k00man

Re: Custom Dirt?
« Reply #3 on: August 12, 2010, 09:56:12 pm »
Hmm. What dirt you actually mean? Do you mean dirt that is bullet of weapon, or dirt that is in LieroX level editor?
Check out my level: Warriors Stronghold

spinner2

Re: Custom Dirt?
« Reply #4 on: August 12, 2010, 10:03:37 pm »
well im trying to make a crayon weapon and i want to to shoot neon green dirt but it wont look like dirt but it will act like it and it wont shoot like far but it will shoot like 10 pixels? idk how big a pixel is off my head or the rez of the game

but ya dirt that can be shot out by a gun or just shoot a pixel that makes custom dirt when it explodes

k00man

Re: Custom Dirt?
« Reply #5 on: August 12, 2010, 10:16:48 pm »
So you are trying to make mod. Well, maybe this link is helpful http://www.openlierox.net/wiki/index.php/LieroX_Scripting . There are many other lx mod tutorials around net too, maybe try search some, if this doesn't help. And doesn't liero mod maker come with some mod you can use as example, maybe try checking that?
Check out my level: Warriors Stronghold

spinner2

Re: Custom Dirt?
« Reply #6 on: August 12, 2010, 10:20:47 pm »
i already read all that and then game compiler didnt work for me and then LMS started working and so i have a mod right now about 30 guns im gonna upload when i hit 100 but right now i need know how to make custom dirt and also how to make my tank work :/ i want it to shoot missels and "drive" to the left while shooting missels and then drive to the right while shooting missels like in penguins but the missles keep hitting the ground right when they spawn and i cant get it to shoot left it only shoots right no matter what angle i put it on

k00man

Re: Custom Dirt?
« Reply #7 on: August 12, 2010, 10:26:42 pm »
Well, I don't know much about mod making. But I think 30 weapons are enough for one mod already, if weapons are balanced and good.

You just need to try get it work with trial and error. Changing different values and adding new functions or removing some.
Check out my level: Warriors Stronghold

spinner2

Re: Custom Dirt?
« Reply #8 on: August 12, 2010, 10:28:20 pm »
:P i just wish the maker of penguins would share his genious on his tank

o ya and learn how to make more dirt :)
« Last Edit: August 12, 2010, 10:36:11 pm by spinner2 »

albert

Re: Custom Dirt?
« Reply #9 on: August 13, 2010, 12:42:16 am »
You cannot do this right now. It is planned though and might already come with the next 0.59 beta release. But it will only be available via Lua and Gus scripting. You should check that out. It will make many things a lot easier, esp. what you were talking about.

spinner2

Re: Custom Dirt?
« Reply #10 on: August 13, 2010, 01:20:21 am »
alright until then im gonna try to mod in gusanos but what i dont understand in gusanos is this

Code: [Select]
name = LARPA
ammo = 5
sync_shot = true
reload_time = 230

on primary_shoot()
 delay_fire(50)
 use_ammo(1)
 play_sound( larpa.ogg, 100, 1, 0.05 )
 shoot_particles ( larpa.obj , 1 , 1.8, 0, 0, 0, 0, 0, 9)

that is the code for LARPA in the small gusanos mod that comes with 0.59
i will list what i understand on it and what i dont

name = LARPA
ammo = 5
sync_shot = true
reload_time = 230

on primary_shoot()
 delay_fire(50)
 use_ammo(1)
 play_sound( larpa.ogg, 100, 1, 0.05 )
 shoot_particles ( larpa.obj , 1 , 1.8, 0, 0, 0, 0, 0, 9)

so if some1 could explain the red parts to me :)
« Last Edit: August 13, 2010, 01:36:27 am by spinner2 »

albert

Re: Custom Dirt?
« Reply #11 on: August 13, 2010, 01:46:09 am »
That is a weapon. All weapon attributes are described here:
http://www.openlierox.net/wiki/index.php/Gusanos:weapons

Everything is an object in Gusanos. I.e. a weapon also have all the basic object attributes, which are described here:
http://www.openlierox.net/wiki/index.php/Gusanos:objects

sync_shot might not be fully clear from that: It means that the Gusanos network engine tries to synchronies a shot over network (i.e. exactly the same amount of shots at the same time are done).

All the "on xy()" stuff is the specification for some event. In this case, the primary_shoot event of a weapon. The stuff inside the parentheses are possible parameters of the event. The primary_shoot event does not have any parameters, thus it is empty. See for example the timer event of a weapon.

All the possible actions you can do if an events occurs are described here:
http://www.openlierox.net/wiki/index.php/Gusanos:game_actions

delay_fire is a special action for weapon shoot events. You can control the firing rate by it. Copy&pasted from the wiki:
Code: [Select]
shoot_particles ( <string> type,
                   <int> amount,
                   <float> speed = 0,
                   <float> speed_var = 0,
                   <float> motion_inheritance = 0,
                   <int> amount_var = 0,
                   <float> distribution = 360,
                   <float> angle_offs = 0,
                   <float> distance_offs = 0 )

play_sound ( <string[]|string> sound,
              <float> loudness = 100,
              <float> pitch = 1,
              <float> pitch_var = 0 )
More details and description is on the Wiki.

Just ask if something is still unclear.

spinner2

Re: Custom Dirt?
« Reply #12 on: August 13, 2010, 01:52:57 am »
can you give me an example for the thing that could be in the parenthises? and what it would do?

albert

Re: Custom Dirt?
« Reply #13 on: August 13, 2010, 01:59:13 am »
For the primary_shoot event, the parentheses must be empty. Other events might have parameters, as for example the timer event.

An example. Gusanos/objects/bazooka.obj:
Code: [Select]
repeat = 1
sprite = missile.png
acceleration = 0.03
max_speed = 5

on ground_collision()
 create_explosion( bazooka_damage.exp )
 shoot_particles ( bazooka_exp.obj , 100 ,  1, 0, 0, 0)
 shoot_particles ( bazooka_cluster.obj , 20 ,  1, 2, 0, 0)
 create_explosion( explosion5.exp )
 remove()

on timer(1)
 shoot_particles ( bazooka_trail.obj , 5 ,  0.15, 0.3, 0, 0)

on detect_range(2, 0)
 damage( 26 )
 create_explosion( bazooka_damage.exp )
 create_explosion( explosion5.exp )
 shoot_particles ( bazooka_exp.obj , 100 ,  1, 0, 0, 0)
 shoot_particles ( bazooka_cluster.obj , 30 ,  1, 2, 0, 0)
 remove()

All the event parameters are described in the wiki.

spinner2

Re: Custom Dirt?
« Reply #14 on: August 13, 2010, 02:07:11 am »
why does gusanos have to be so complicated   :o but thank you for those links they are really helpful and i will try to learn from there

albert

Re: Custom Dirt?
« Reply #15 on: August 13, 2010, 02:15:48 am »
No problem.

And do you really find it complicated? It looks much more clean, simple and consistent to me. :)

Also, in many cases, some of the parameters are optional. For example, for play_sound, only the first parameter (sound) must be given, the others can be omitted (and it will use the default then). Or for shoot_particles, you only need to give the first two parameters, i.e. the type and the amount.

You maybe should browse a bit around here:
http://www.openlierox.net/wiki/index.php/Gusanos_Modding
There are also some examples. And of course the already existing Gusanos mods are very good examples.

To be fair, on the other side, I never really have developed mods myself. :) But also on my side, the C++ side, the code is much easier and clean than the hacky and frightening LX code.

spinner2

Re: Custom Dirt?
« Reply #16 on: August 13, 2010, 02:37:38 am »
Will there be a thing for gusanos modding like LMS? im guessing no but it would be great xD
« Last Edit: August 13, 2010, 02:40:00 am by spinner2 »

albert

Re: Custom Dirt?
« Reply #17 on: August 13, 2010, 02:57:01 am »
Maybe...? :) Just need someone who does it. If anyone is interested, I'll be glad to help.

What is actually planned is to have such an editor built into OLX itself, kind of like the level editor. (Well, it was more like an idea some time ago and not really planned but I still have it in mind.)

spinner2

Re: Custom Dirt?
« Reply #18 on: August 13, 2010, 03:09:05 am »
yes exactly if there was one of those then this game would be alot more popular as i used to play it off an on at about 6 month intervals until i got interested in programming first i tried a dif game that is like the easiest thing to mod EVER i dont wanna say the name without permission cause i dont know if it would be taken as advertising and then liero was like the next thing for me idk what im gonna do next but liero is really fun to mod :) im gonna stick with liero for a long time

                                                              ok this is SOOOOO HARD theres so many different things
                                                              can you tell me the easy way out? xD

Edit again... i just cant make up my mind but telek has re-inspired me because of zegiantheenvisioner 0.0
EDIT... can some1 explain to me how that weapon/objects work? :P

actually i think ive asked 2 much from the community and need to give back any suggestions? maybe i should do less edits? better than double posting xD
« Last Edit: August 13, 2010, 05:23:36 am by spinner2 »

albert

Re: Custom Dirt?
« Reply #19 on: August 13, 2010, 02:22:16 pm »
OT: About double postings: I don't care about them, I even prefer them over edits but many people will get very angry about it, so maybe just stay at the edits. But it may be possible that I don't really see everything you write because of that.

Anyway, maybe you should create a new topic for each separate question and not mix them all in one thread. That is easier to handle and answer then.

I cannot really give you a description how zegiantheenvisioner works because I haven't looked at it (and also not much time to do so, sorry). But try to understand it yourself. There are probably some specific commands you don't understand (or otherwise: why don't you understand it?). Just post them here and I will try to explain what they do.

Btw., the best way to learn it and understand it is just to try it out. Make a new mod. Put one single weapon in it. Play a bit around with the attributes. Write some handling for the primary_shoot event (i.e. some shoot_particles). Write the object for the weapon particle. Just play around with it. And you will soon understand what exactly it does.

And if not or if you wonder about some behavior or the meaning of some command/attribute, just ask.
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