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  #1  
Old February 28th, 2004, 05:35 PM
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Default Re: EditPad Pro

Hmm.. there seem to be two files related to items that both refer to sound files, probably one of them overrides the other one... which one did you change?

There's Main_ItemClasses.txt in the DO\modules\modulename\tiles folder, and Classes_ItemClasses.txt in the DO\Data folder.
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Old February 28th, 2004, 09:32 PM

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Default Re: EditPad Pro

I changed them both. I tested both items too, the ones I got in the beginning and the ones I picked up, but they both didn't work...
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Old March 2nd, 2004, 09:46 AM
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Default Re: EditPad Pro

Weird, but there might be another less elegant way. You could copy the wrench sound inside the "sounds" directory of your own module and rename it to whatever the healtpotion sound is in the standard Version. The game should check for the soundfile in the mod folder before it checks the base folder.

I hope that works, I'm out of ideas :-(
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Old March 3rd, 2004, 01:10 PM

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Default Re: EditPad Pro

Great! It works now, Thanks a lot!
Weird thing is, the fuel sound still won't work, even though it never used a different sound (I gave it the drink.wav, not correct, but it was a start ). It still uses the eat.wav. Boggles the mind... I'd think food automatically uses eat.wav, but then there's wine and ale...
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Old April 5th, 2004, 04:49 PM

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Default Re: EditPad Pro

Been a while, decided to get back at modding and already have some more problems (I can feel this project's gonna be long and painful )
Anyway :
*Is there a good way to prevent ammo from stacking (they are the same class, but have different effects, eg. AP, HE, HEAT, sabot, ...), or alternatively make a weapon able to use multiple ammo classes?
Right now, if I would have sabot ammo, and pick up AP, the AP would become sabot.

*can the ammo class itself change the maximum range? I tried this, but so far only the range of the 'bow' was used.

those are the ones that spring to mind right now. Thanks.
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Old April 6th, 2004, 04:58 PM
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Default Re: EditPad Pro

Quote:
Originally posted by ace joh:
Been a while, decided to get back at modding and already have some more problems (I can feel this project's gonna be long and painful )
Anyway :
*Is there a good way to prevent ammo from stacking (they are the same class, but have different effects, eg. AP, HE, HEAT, sabot, ...), or alternatively make a weapon able to use multiple ammo classes?
Right now, if I would have sabot ammo, and pick up AP, the AP would become sabot.
I *think* ammo won't stack if it has different special effects, like added fire damage, magic damage etc.. So you could perhaps assign some bogus special abilities to the ammo that you do not want to stack. You should be able to fire the different Versions with the same weapon.

Quote:
Originally posted by ace joh:

*can the ammo class itself change the maximum range? I tried this, but so far only the range of the 'bow' was used.

those are the ones that spring to mind right now. Thanks.
I don't know, haven't tried to mod that part yet.
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  #7  
Old April 6th, 2004, 05:03 PM
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Default Re: EditPad Pro

Edit: double post deleted...

[ April 06, 2004, 16:45: Message edited by: henk brouwer ]
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