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Old November 18th, 2002, 02:16 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Could you expand the pic scrollers to beyond 900? I downloaded the official pic set, and it has more than 900 components. Maybe you could have it just go to the EOF. Also, could you possibly make a "no picture here" kind of thing for pic numbers that do not contain a pic?

[ November 18, 2002, 00:17: Message edited by: Instar ]
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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Old November 18th, 2002, 02:27 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

My bad. No text here. EOF

[ November 18, 2002, 00:29: Message edited by: Instar ]
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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Old November 18th, 2002, 03:00 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Instar:
Could you expand the pic scrollers to beyond 900? I downloaded the official pic set, and it has more than 900 components. Maybe you could have it just go to the EOF. Also, could you possibly make a "no picture here" kind of thing for pic numbers that do not contain a pic?
Just tested this and here's how to get around it:

Double click on the image. This will open up a window of little pics you can pic from. It will also reset the maximum value of the slider bar. The 900 value looks like it was just a default that I neglected to reset untill after you double click the picture.

PS Good idea with the 'no image' thing. Just added it. Will be in next vesion.

[ November 18, 2002, 01:13: Message edited by: DavidG ]
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SE4Modder ver 1.76
or for just the EXESE4Modder EXE Ver 1.76
SE4 Mod List
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Old November 18th, 2002, 03:34 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I dont know if I am doing it right but I am occasionally getting some wonky stuff. Ill try to figure out what I am doing wrong
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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Old November 18th, 2002, 03:48 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I think I got it figured out.
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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Old November 23rd, 2002, 11:04 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

This is the place.

mlmbd
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Old November 25th, 2002, 03:27 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by DavidG:
Anyone like to help me with this:

One thing I've added to my new Version is an ability to filter out abilities that do not apply. So when you are viewing a component you will only be able to select abilities that will work on a component. You will be able to toggle this filtering on and off since I know occasionally modders knowingly add abilites that don't work for good reasons. I added this feature by editing the abilites.txt file and adding a "type :=" line with 3 options: Component, Facility, or System. (for Vehicles I assume if if works on a component it works on a vehicle) I was hoping someone with some modding experience could look at the new file and tell me If I've got anything wrong.

AbilitiesNew.txt
Ok, you say this can be toggled on and off, but I don't see how to do it. I know of one mistake. There are probably others.
code:
Type := Component
Phased Shield Generation
Value1 = Amount of phased shields generated.
Value2 =

This ability can be used for facilities as well as components.

I seem to recall at one point finding out that there were abilities in the game that are not listed anywhere in the abilities file. I can't confirm that at the moment, perhaps someone else can help with that. Maybe cross checking the components and facilities files with the abilities file will turn something up. If there are some then you are going to want to either add them to your modified ability file, or allow manual entry and not just selecting from the drop down list.

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