just to hide in this place
Author | DaggaFork |
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Tags | action author:daggafork playable rated |
Created | 2013-04-07 |
Last Modified | 2013-04-07 |
Rating |
4 by 7 people.
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Map Data | |
Description | trees |
Other maps by this author
Comments
Pages: (0)
Well,
Actually the mod that you're asking for, is a color mod, not the icon mod, they are two different mods. Color mod affect to the objects you want, it applies a solid or transparent color to the object, in the case of doors, the switchs are not modified, and in the case of some enemies, like rocket, gauss or laser, the mod only applies to the turret/drone, not for the rocket itself, snipe pointer or the laser shoot.
The color mod looks like this: 15,_color,0.0.0.75.0.10.100.0
In where the first number (15) is the object in case.
Here's a list of all the number corresponding to objects.
0: Zap & Seeker Drones
1: Laser & Rotating Laser Drones
2: Chaingun Drone
3: Gold
4: Bounce Block
5: Launchpad
6: Gauss Turret
7: Floor guards
8: Ninja
9: Drones
10: One-way Platform
11: Thwump
12: Doors
13: Rocket Turret
14: Exit
15: Mine
How the mod works?
15,_color,0.0.0.75.0.10.100.0
15 means object as I've said, then separate by a coma,
_color, the mod itself
0.0 are the value for RED, in where the first 0 doesn't affect (transparency i think) and the second 0 is the RED value (0 to 255) - red%.redMod
so on for the other two colors, green and blue in this order (RGB)
the definition of the mod looks like this:
red%.redMod.green%.greenMod.blue%.blueMod.transparent%.transparentMod.
The last two numbers are for the general transparency of the object/color mod, in where you can play to see what happens, if you want a solid color just leave those two last numbers like this: 100.0 and if you want an invisble object leave those numbers like this: 0.0. Obvisly if you put 50.50 the object would be transparent just 50%. You can play with those values. (last 0.0 = transparent%.transparentMod)
You can applie the color mod to as many object you want, but always a line of code for each object and separating them by ;
Finally, yes, NReality modifications looks like this:
TileData|ObjectData|BackgroundImage|ForegroundImage|NRealityMapType|ObjectMod|PlayerMod|AreaTrigger
Obviously you can leave blank the spots in where you're not modifying anything, but always keep that order and place all the '|'s just to the last mod you're using.
Hope all of this it's quite clear and extense, and ofc, if you have any question please hit to me. Glad to help. :)
Actually the mod that you're asking for, is a color mod, not the icon mod, they are two different mods. Color mod affect to the objects you want, it applies a solid or transparent color to the object, in the case of doors, the switchs are not modified, and in the case of some enemies, like rocket, gauss or laser, the mod only applies to the turret/drone, not for the rocket itself, snipe pointer or the laser shoot.
The color mod looks like this: 15,_color,0.0.0.75.0.10.100.0
In where the first number (15) is the object in case.
Here's a list of all the number corresponding to objects.
0: Zap & Seeker Drones
1: Laser & Rotating Laser Drones
2: Chaingun Drone
3: Gold
4: Bounce Block
5: Launchpad
6: Gauss Turret
7: Floor guards
8: Ninja
9: Drones
10: One-way Platform
11: Thwump
12: Doors
13: Rocket Turret
14: Exit
15: Mine
How the mod works?
15,_color,0.0.0.75.0.10.100.0
15 means object as I've said, then separate by a coma,
_color, the mod itself
0.0 are the value for RED, in where the first 0 doesn't affect (transparency i think) and the second 0 is the RED value (0 to 255) - red%.redMod
so on for the other two colors, green and blue in this order (RGB)
the definition of the mod looks like this:
red%.redMod.green%.greenMod.blue%.blueMod.transparent%.transparentMod.
The last two numbers are for the general transparency of the object/color mod, in where you can play to see what happens, if you want a solid color just leave those two last numbers like this: 100.0 and if you want an invisble object leave those numbers like this: 0.0. Obvisly if you put 50.50 the object would be transparent just 50%. You can play with those values. (last 0.0 = transparent%.transparentMod)
You can applie the color mod to as many object you want, but always a line of code for each object and separating them by ;
Finally, yes, NReality modifications looks like this:
TileData|ObjectData|BackgroundImage|ForegroundImage|NRealityMapType|ObjectMod|PlayerMod|AreaTrigger
Obviously you can leave blank the spots in where you're not modifying anything, but always keep that order and place all the '|'s just to the last mod you're using.
Hope all of this it's quite clear and extense, and ofc, if you have any question please hit to me. Glad to help. :)
2013-04-07
fuuuu,
sorry, I messed up a bold bbcode and everything looks in bold, sorry for that, I'll try again to have it better.
2013-04-07
Well,
Actually the mod that you're asking for, is a color mod, not the icon mod, they are two different mods. Color mod affect to the objects you want, it applies a solid or transparent color to the object, in the case of doors, the switchs are not modified, and in the case of some enemies, like rocket, gauss or laser, the mod only applies to the turret/drone, not for the rocket itself, snipe pointer or the laser shoot.
The color mod looks like this: 15,_color,0.0.0.75.0.10.100.0
In where the first number (15) is the object in case.
Here's a list of all the number corresponding to objects.
0: Zap & Seeker Drones
1: Laser & Rotating Laser Drones
2: Chaingun Drone
3: Gold
4: Bounce Block
5: Launchpad
6: Gauss Turret
7: Floor guards
8: Ninja
9: Drones
10: One-way Platform
11: Thwump
12: Doors
13: Rocket Turret
14: Exit
15: Mine
How the mod works?
15,_color,0.0.0.75.0.10.100.0
15 means object as I've said, then separate by a coma,
_color, the mod itself
0.0 are the value for RED, in where the first 0 doesn't affect (transparency i think) and the second 0 is the RED value (0 to 255) - red%.redMod
so on for the other two colors, green and blue in this order (RGB)
the definition of the mod looks like this:
red%.redMod.green%.greenMod.blue%.blueMod.transparent%.transparentMod.
The last two numbers are for the general transparency of the object/color mod, in where you can play to see what happens, if you want a solid color just leave those two last numbers like this: 100.0 and if you want an invisble object leave those numbers like this: 0.0. Obvisly if you put 50.50 the object would be transparent just 50%. You can play with those values. (last 0.0 = transparent%.transparentMod)
You can applie the color mod to as many object you want, but always a line of code for each object and separating them by ;
Finally, yes, NReality modifications looks like this:
TileData|ObjectData|BackgroundImage|ForegroundImage|NRealityMapType|ObjectMod|PlayerMod|AreaTrigger
Obviously you can leave blank the spots in where you're not modifying anything, but always keep that order and place all the '|'s just to the last mod you're using.
Hope all of this it's quite clear and extense, and ofc, if you have any question please hit to me. Glad to help. :)
The color mod looks like this: 15,_color,0.0.0.75.0.10.100.0
In where the first number (15) is the object in case.
Here's a list of all the number corresponding to objects.
0: Zap & Seeker Drones
1: Laser & Rotating Laser Drones
2: Chaingun Drone
3: Gold
4: Bounce Block
5: Launchpad
6: Gauss Turret
7: Floor guards
8: Ninja
9: Drones
10: One-way Platform
11: Thwump
12: Doors
13: Rocket Turret
14: Exit
15: Mine
How the mod works?
15,_color,0.0.0.75.0.10.100.0
15 means object as I've said, then separate by a coma,
_color, the mod itself
0.0 are the value for RED, in where the first 0 doesn't affect (transparency i think) and the second 0 is the RED value (0 to 255) - red%.redMod
so on for the other two colors, green and blue in this order (RGB)
the definition of the mod looks like this:
red%.redMod.green%.greenMod.blue%.blueMod.transparent%.transparentMod.
The last two numbers are for the general transparency of the object/color mod, in where you can play to see what happens, if you want a solid color just leave those two last numbers like this: 100.0 and if you want an invisble object leave those numbers like this: 0.0. Obvisly if you put 50.50 the object would be transparent just 50%. You can play with those values. (last 0.0 = transparent%.transparentMod)
You can applie the color mod to as many object you want, but always a line of code for each object and separating them by ;
Finally, yes, NReality modifications looks like this:
TileData|ObjectData|BackgroundImage|ForegroundImage|NRealityMapType|ObjectMod|PlayerMod|AreaTrigger
Obviously you can leave blank the spots in where you're not modifying anything, but always keep that order and place all the '|'s just to the last mod you're using.
Hope all of this it's quite clear and extense, and ofc, if you have any question please hit to me. Glad to help. :)
2013-04-07
Thank you,
Oh well, glad to help.
How you want to know it, here? Or maybe realtime in IRC now?
How you want to know it, here? Or maybe realtime in IRC now?
2013-04-07
Lucky 1st try AGD
nice map :)
Demo Data |
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2013-04-07
Cool map
I found it to be pretty enjoyable! I also think thwumps work best in this case.
AGD:
AGD:
Demo Data |
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maybe
2013-04-07
at first I was like meh...
but then it got awesome
look at my amazing recoveries! :D
look at my amazing recoveries! :D
Demo Data |
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Epic4ever
sorry dude
I just have been having
lots of school and at the
same time some work in a
restaurant which cuts off
kinda quickly on my free
time, I hope you understand