In my mod im trying to create cow level for trap door, but somehow it won't work at all. I have followed this guide: http://paul.siramy.free.fr/_divers/ds1/ ... index.html
I get the trap door to show up in the act 1, but then I cannot open it. What shall I do to get it to work? I have looked through the levels.txt file some times now, but cannot get it to work.
Is it because of cow level?
Trap door for The Secret Cow Level - 1.13 - mod
Moderator: Paul Siramy
-
- Paladin
- Posts: 227
- Joined: Sat Jan 21, 2012 12:02 pm
-
- Principality
- Posts: 2828
- Joined: Sat May 25, 2002 2:39 pm
- Location: La Garenne Colombes (near Paris)
Re: Trap door for The Secret Cow Level - 1.13 - mod
The tutorial stoped working from a certain patch. I think it'll work as expected with the 1.10 patch, but I'm not sure with the next patch. I'm sure it don't works with the current patch at least.
It's because using in an Act an object of a later Act is not suported by the game normaly, the editor does some trick in the map to make it works. However this trick stoped working as I mentioned.
It's because using in an Act an object of a later Act is not suported by the game normaly, the editor does some trick in the map to make it works. However this trick stoped working as I mentioned.
DT1 Tools - DS1 Editor - MPQ list file - Extracting D2 Animation - Adding ANY Monsters and ANY Objects to a DS1 - New monster color variations from scratch
In development since 16 Feb 2012 : MergeDCC v2
In development since 16 Feb 2012 : MergeDCC v2
Re: Trap door for The Secret Cow Level - 1.13 - mod
Actually, that's what I thought after Volf mentioned this problem some time ago. But recently, I did some work with OperateFn for my mod. Since I haven't ported extended objects to 1.13c yet, I had to use the unused stone.Paul Siramy" wrote:It's because using in an Act an object of a later Act is not suported by the game normaly, the editor does some trick in the map to make it works. However this trick stoped working as I mentioned.
For reasons I didn't understand, my operateFn didn't want to work, no matter what.
I ended up testing the OperateFn, with the exact same settings, but using the line of Wirt's body. And my code was executing perfectly.
I didn't look in what's causing that exactly yet, but it could be an hardcoded case related to this precise object Id.
-
- Paladin
- Posts: 227
- Joined: Sat Jan 21, 2012 12:02 pm
Re: Trap door for The Secret Cow Level - 1.13 - mod
How did you change to this one? I tried follow this guide and changed to Wirt's body, it still give me error. Can I try your settings for it?kidpaddle94" wrote:Actually, that's what I thought after Volf mentioned this problem some time ago. But recently, I did some work with OperateFn for my mod. Since I haven't ported extended objects to 1.13c yet, I had to use the unused stone.Paul Siramy" wrote:It's because using in an Act an object of a later Act is not suported by the game normaly, the editor does some trick in the map to make it works. However this trick stoped working as I mentioned.
For reasons I didn't understand, my operateFn didn't want to work, no matter what.
I ended up testing the OperateFn, with the exact same settings, but using the line of Wirt's body. And my code was executing perfectly.
I didn't look in what's causing that exactly yet, but it could be an hardcoded case related to this precise object Id.
Re: Trap door for The Secret Cow Level - 1.13 - mod
I wasn't working on the same thing, so giving you my setup wouldn't work.Fogeeno" wrote:How did you change to this one? I tried follow this guide and changed to Wirt's body, it still give me error. Can I try your settings for it?kidpaddle94" wrote:Actually, that's what I thought after Volf mentioned this problem some time ago. But recently, I did some work with OperateFn for my mod. Since I haven't ported extended objects to 1.13c yet, I had to use the unused stone.Paul Siramy" wrote:It's because using in an Act an object of a later Act is not suported by the game normaly, the editor does some trick in the map to make it works. However this trick stoped working as I mentioned.
For reasons I didn't understand, my operateFn didn't want to work, no matter what.
I ended up testing the OperateFn, with the exact same settings, but using the line of Wirt's body. And my code was executing perfectly.
I didn't look in what's causing that exactly yet, but it could be an hardcoded case related to this precise object Id.
I was just pointing out that this object line (the unused stone) seems to have a problem with OperateFn in general.
See the objects.txt file guide if you don't know about the OperateFn
And, coincidence maybe, but the actual door opening part of the trap door is controlled by the OperateFn, so that somehow confirms my theory
That is, just follow the tutorial as is, but using the body wirt's line in place of the unused stone, in objects.txt
You will also want to remove the body from Tristram