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icemember

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    Modding games, Drawing, Painting, Dreaming, Friendship, Teamwork, Groups, Divisions, War, Love, and Darkmatter

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    dion
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  1. LOL! Hi The editor is neat for other reasons. Testing out modifications. When I have too start from fresh too see changes, this comes in handy only for beta testing reasons.
  2. Can you post a picture of the hydra's?
  3. Heres an example mgr.defineSpell( "sk_ap_geistform", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_GEISTFORM_C", fxTypeSpell = "FX_SK_GEISTFORM", fxTypeCastSpecial = "FX_SK_CAST_K", duration = 0.000000, animType = "ANIM_TYPE_SM15", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM04-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 2000, 10, 0, 8 }, entry1 = {"et_evade_detection", 0, 10, 0, 41 }, entry2 = {"et_invisible", 25, 10, 0, 41 }, entry3 = {"et_invisible", 25, 10, 1, 41 }, entry4 = {"et_reduce_debuffs", 30, 20, 2, 41 }, entry5 = {"et_addwalkspeed", 100, 2, 3, 41 }, entry6 = {"et_evade_detection", 500, 10, 4, 41 }, entry7 = {"et_boost_to_buff", 1000, 0, 5, 8 }, entry8 = {"et_regThisCool", 500, 0, 6, 8 }, }, fightDistance = 0.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 2.000000, soundProfile = 0, cost_level = 100, cost_base = 200, focus_skill_name = "skill_SK_astral_plane_focus", lore_skill_name = "skill_SK_astral_plane_lore", spellClass = "cSpellSkGeistform", spellcontroltype = "eCAtype_b_boost_self", spelllogictype = "ca_ct_direct_attack", magicType = "MAGIC_TYPE_BUFF", sorting_rank = 4, --------------------------------------------------mak sure tii change the sort too the correct replacing CA })
  4. Hi Pes, heres the boots. White and gold BOOTS: http://www.filefactory.com/file/b31d5cg/n/seraboots.rar
  5. Leave the aspect of the instill belief to the default setting. Then see if the HE can use a rune to activate the instill belief. Ahah, ill try using that tool. And ill get back to you.
  6. Ok, let me look inot it right now. Acutally, can you post a screenshot of your combat arts? Also, did you change something with the instill belief? like the aspect? Also, I used the grn98 tool. It worked, thought the model looks inside out. It might be with 3dsmax lol
  7. Wow, great shots on the Inquisitor guard. Great, ill download the tools now. Yea it looks like the skeleton was abit off when enveloping the Inquisitor guard. Yea I see the missing polys on the back hair. I would love to revisit these models and report them back into game if we can.
  8. Thx for the skins LOL! I will use your Inquisitor guard as a guest NPC. I got back into modding the game. Post some pics of your mod in action plz :trans: I just like too see peoples accomplishments. Also what program are you using too view the models? I got 3dsmax6, dont know if thats any good. Also I have maya 3.4.
  9. Ok, Dont forget the blueprint id for the rune. Find the instill belief rune in itemtype.txt, then use the itemtype id too find the blueprint id for the rune. Then go to the drop.txt, and add the blueprint id too the hi-elf rune. Use this line: mgr.createDroplist(1414,{ -- Runes_Highelfe to help you get there faster. Then go to the last of the list and add your rune that is too be dropped when killing ot replace which ever rune your replacing. Or you can simply trade runes with the magic rune guy LOL! Ok, im kinda need to refresh my self, Let me try something I just thought of now LOL! Ok, the Instill Belief blueprint id is: 1396 Use that number and place it in the weaponpool.txt Example ------------------------- mgr.addWeaponPool { -- Drop_Runen_Highelf dbid = 424, prefDmg = 1, prefDmgProb = 0, content = {829,828,826,825,822,815,818,819,816,817,823,824,821,820,1396,}, contentProb = {5,5,5,5,5,5,5,5,5,5,5,5,5,5,}, } This will enable the rune too be dropped when playing as the highelf. Since the 1396, blueprint id is already in the drop list, no need to add it again lol.
  10. Hi there. So you want the Inquisitor's ladies too replace the colbold. You will need to find the itemtype number of the type of Inquisitor you want too replace the colbold in the creatureinfo.txt The High elf Inquisitor guard creatures.txt ---------------------------------- mgr.createCreature { id = 679, itemtype_id = 6630, name = "Helf_Inqgarde_Soldier_female_01_elite", behaviour = "Enemy_warrior_brave", dangerclass = 4, groupmaxcount = 1, elite_creature_id = 600, probabilityforelite = 0.000000, rank = 0, tenergy_creature_id = 289, template_creature_id = 1173, livesremaining = 0, unconscioustime = 20, palettebits = "1111111111111111", monstertype = 0, faction_id = 20, equipset_id = 254, modelscale = 1.000000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, } Just go too any NPC you want too change, once found what too change, go too there itemtype_id = and add 6630, This will add the Inquisitor guard there. You will have too aslo change some toehr staus like the faction_id. Heres a wolf I changed too an high elf Inquisitor guard Example ------------------------------- mgr.createCreature { id = 132, itemtype_id = 11893, ----------------------------------------change (model type) name = "wild_wolf_brown", behaviour = "Enemy_warrior_brave", ---------------------change (how agreesive the NPC will act) dangerclass = 10, groupmaxcount = 5, -----------------------------------------optional (number of enemy to spawn) elite_creature_id = 600, probabilityforelite = 0.000000, rank = 15, tenergy_creature_id = 289, ---------------------------------change (NPC will change into a T energy infected glowing NPC when touching t energy) template_creature_id = 1173,-------------------------------change (copies main status for that NPC) livesremaining = 0, -----------------------------------------optional (wether or not the NPC will wake back up after killing it) unconscioustime = 50, palettebits = "1111111111111111", monstertype = 1, faction_id = 20, ----------------------------------------------change (whom the npc will attack and get attacked by) equipset_id = 254, -----------------------------------------change (what weapons and gear the NPC will have) modelscale = 1.000000, ------------------------------------change (how small or big the model will appear ingame) (Default size for humans 1.000000) rise_from_ground = 0, --------------------------------------optional (look at skeletons for a good example of how they come out from the ground) has_corpse = 1, ---------------------------------------------optional ( when killed, there body flls down ragdoll) has_soul = 1, -------------------------------------------------optional (weather dead NPC body has a green soul that leaves body when body vanishes) can_strafe = 0, ----------------------------------------------optional (weather NPC can move side ways) look at spiders for a good example) } Hope this helps. Any more questions, just ask I:p
  11. Hi there, nice you did it, thought heres an example of what I mean. Folders ---------------------------------
  12. Hi ya, yes thats sure one helpful list of tokens. Thx. Heres my version os a dark seraphim's clothing. Dark Seraphim Clothes ------------------------------------
  13. Switching models dosent nassessary require you too edited the paks, you can just add or extract a folder call models, then in there, add the corrorsponding folders within the models folder. Then simply add your models your switching. Make sure to rename them thought. Example: C:\Program Files\cdv Software Entertainment USA\Sacred 2 - Fallen Angel\pak\models\heroes\seraphim\sets\mystique This allows me too switch the mystique armor too another armor as long as I rename them properly. Same goes for the textures. To undo changes, just delete the folders. NOT THE PAK files with the orignals. Hope this helps.
  14. sweet! On the homing thing. The range token would be my best bet in expanding the skill effect. Thought there may be a 2ndary token. But I'll look into it. Just got back from a vaction. Was great fun LOL!
  15. Hi guys, Too be honest! You guesses are just as good as mine. I myself am still figuring things out. As for the spell not working pass 9 tokens, depends on the spell, some have friend factors and some dont, Some have levels of effects and some dont. So in the level of effects, you need too tell the spell to work from the start too get your effects working. Other wise your tokens wont work till your requirments are met. Example: To get the seraphim shield too cover allies, I have too add a friend token: entry10 = {"et_friendfactor", 500, 0, 0, 8 },. Then I had too tell the token too work from the start and cover allies. If you notice in some spells, they have 2 friendfactor tokens, it means that when the spell mets a certain condition, it will use the new friend factory also. Normally the 1st one means cover 0 allies and only hero, then when the spell levels, it will use the 2ndary friendfactor token and cover allies now too. So, you must make sure too tell your spells too work form the start using all tokens or wait till the spells reach that level. This token: {"et_duration_sec", 2000, 10, 0, 8 }, means how long the spell last. The 2000 means 20.00 secs. Add another zero, it means 200.00 secs. My advice is, keep playing with it, even if it dont work, you will find the answer staring you right in the face. And post your findings for the community too also experiment and share there findings.
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