📌 DML modders read!
1 Guest is here.
66495da9271db
18. March 2015, 21:56:49
ok, add an extra fingerprint block to each dml with#5
Code:
FINGERPRINT
{
QVAR "scplevel" == 1
}
so the rec1 dml would look like this;Code:
FINGERPRINT
{
162 [33.4487 -554.949 4.91395]
796 [37.6137 -554.605 4.91395]
307 [41.7694 -554.159 4.91395]
120 [44.2092 -554.334 4.91395]
839 [42.9643 -544.603 4.91395]
118 [41.6347 -533.931 4.91395]
814 [38.2317 -531.325 4.91395]
813 [34.3838 -530.806 4.91395]
161 [30.9866 -527.87 4.91395]
158 [26.4369 -532.171 4.91395]
}
FINGERPRINT
{
QVAR "scplevel" == 1
}
this will ensure that the dml will load for vanilla and SCP alike.
11. June 2015, 23:07:53
#6
Quote by voodoo47:
so I've lied - as long as the gamesys has an empty archetype that can be recycled, it can be pulled off - example of a gamesys dml for Ponterbee station (cshock2.gam.dml);unloaded hybrid shotgun cannot be recreated as a separate dml mod, as you have no way of creating OneRifledSlug via dml.
Code:
DML1
//remove the slug from the hybrid shotgun
ObjProp -4073 "GunState"
{
"Ammo" 0
}
//add it to the hybrid loot
+ObjProp -175 "Scripts"
{
"Script 0" NVGuaranteedLoot
}
+ObjProp -175 "ObjList"
{
"" NVGuaranteedLoot0="pd1die";
}
//create the onerifledslug archetype from an empty/missing archetype (-5151 pd1die)
+ObjProp -5151 "StackCount"
{
"" 1
}
+Link -516 -5151 "Clip"
{
}
+Link -3422 -5151 "Clip"
{
}
+ObjProp -5151 "CombineType"
{
"" RifledSlug
}
+ObjProp -5151 "ObjIcon"
{
"" SG_I
}
+ObjProp -5151 "ObjName"
{
"" Rifled_Slug_Box: "A box of %d rifled slugs."
}
+ObjProp -5151 "ObjShort"
{
"" Rifled_Slug_Box: "Rifled slugs"
}
+ObjProp -5151 "FabCost"
{
"" 60
}
+ObjProp -5151 "ModelName"
{
"" ammosg
}
+ObjProp -5151 "InvDims"
{
"Width" 1
"Height" 1
}
+ObjProp -5151 "Recycle"
{
"" 1
}
+ObjProp -5151 "StackInc"
{
"" 3
}
+ObjProp -5151 "PhysType"
{
"Type" Sphere
"# Submodels" 1
"Remove on Sleep" false
"Special" false
}
+ObjProp -5151 "PhysDims"
{
"Radius 1" 0.31
"Radius 2" 0.00
"Offset 1" 0
"Offset 2" 0
"Point vs Terrain" false
"Point vs Not Special" false
}
+ObjProp -5151 "PhysAttr"
{
"Gravity %" 100
"Mass" 30
"Density" 1.00
"Elasticity" 1.00
"Base Friction" 0.00
"COG Offset" 0, 0, 0
"Rotation Axes" X Axis, Y Axis, Z Axis
"Rest Axes" +Z Axis, -Z Axis
}
+ObjProp -5151 "Alchemy"
{
"" 1.25
}
+ObjProp -5151 "Fabricate"
{
"" 6
}
//+ObjProp -5151 "Scale" = 0.6, 0.6, 0.6
//SCP ammo dims maybe? should be shrinked to 0.6, must also modify phys Radius 1 to 0.25
+ObjProp -5151 "FrobInfo"
{
"World Action" Move
"Inv Action" Script
"Tool Action" Script
}
+ObjProp -5151 "NameType"
{
"" Stack Count
}
+ObjProp -5151 "PsiRadar"
{
"" Powerup
}
+ObjProp -5151 "Material Tags"
{
"1: Tags" Material Metal
}
+ObjProp -5151 "Scripts"
{
"Script 0" AmmoScript
}
+ObjProp -5151 "ElevAble"
{
"" true
}
+ObjProp -5151 "HUDSelect"
{
"" true
}
+ObjProp -5151 "BashParams"
{
"Threshold" 200.00
"Coefficient" 0.01
}
+Link -1347 -5151 "Hit Spang"
{
"Hit Spang Obj" -4462
}
+Link -519 -5151 "Hit Spang"
{
"Hit Spang Obj" -381
}
+Link -518 -5151 "Hit Spang"
{
"Hit Spang Obj" -381
}
+Link -1137 -5151 "Hit Spang"
{
"Hit Spang Obj" -5437
}
+Link -1136 -5151 "Hit Spang"
{
"Hit Spang Obj" -5436
}
+ObjProp -5151 "NetworkCategory"
{
"" Hosted
}
+ObjProp -5151 "Heartbeat"
{
"" 1000
}
+ObjProp -5151 "AutoPickup"
{
"" true
}
no more shotgun unloading, har har. of course, it's infinitely easier to just make one tiny edit to the gamesys, but where'd be fun in that, right?
22. June 2015, 12:59:45
as of 2.44, dmls can use object names (not just obj ids) as well - "OneRifledSlug" instead of -4476, for example;#7
Code:
+ObjProp "OneRifledSlug" "AutoPickup"
{
"" true
}
archetypes only.
01. November 2015, 09:32:43
as of today, SCP (beta2) and vanilla (SS2tool patched) builds of SS2 include 10 empty archetypes (grouped under one uber archetype);#8
Code:
DML
DML1
DML2
DML3
DML4
DML5
DML6
DML7
DML8
DML9
DML10
this will allow creation of more complex dml mods (like the pumpkin mod), as you are not limited to mission dmls anymore. remember to reference the archetypes by name, not by number.
01. November 2015, 13:51:56
But, like gamesys mods, only one mod that uses them can be active at a time.#9
Legal stuff
Privacy Policy & Terms of Service Contact