New Update: June 17, 2011
New Update: June 17, 2011
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About hierarchy...
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TOPIC: About hierarchy...

Re: About hierarchy... 14 years, 6 months ago #92

The main game settings really make it easy to test anything, because you could make the tumblestone have infinite health, edit spawn times, damage, health, etc... What is the WishSpeed though? How fast you move?

Am I consuming too much of your time with all my questions? I don't wanna be a burden. o_o
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Re: About hierarchy... 14 years, 6 months ago #94

yes whish speed is the unit speed.

It's a pleasure to talk about modding with you. Moreover, your questions are general questions and many people will find good materials in this discussions.
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Re: About hierarchy... 14 years, 6 months ago #95

Weird name, I have to admit.

I hope in some future stuff will have rollOver or mouseOver or however you want to call it, that have tips as to what is what. Although I guess most people will never get to see that anyway, very few players are interested in modding...

So we'll only have these 'How to' or we'll also have a Wiki? Or maybe the team is still deciding... Hmm...
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Re: About hierarchy... 14 years, 6 months ago #97

We aim to have a complete website for modding. little by little
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Re: About hierarchy... 14 years, 6 months ago #98

I'm amazed 6 people can do all this. o: Determination can do wonders. Hehe


EDIT: So one can only make 2D elements as of now, and trigger events and such, right? That means no new maps, no new enemies, no new objectives to defend. Could one clone the TumbleStone and make it "Enemy" so one has to destroy it to win? I saw the conditionals for winning and losing, so I think it might be possible if one can at least clone.
Last Edit: 14 years, 6 months ago by ElectricAxel.
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Re: About hierarchy... 14 years, 6 months ago #115

Is bumping against the rules? Cuz I have a bump of curiosity. o:

EDIT: So one can only make 2D elements as of now, and trigger events and such, right? That means no new maps, no new enemies, no new objectives to defend. Could one clone the TumbleStone and make it "Enemy" so one has to destroy it to win? I saw the conditionals for winning and losing, so I think it might be possible if one can at least clone.
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Re: About hierarchy... 14 years, 6 months ago #116

Hello,

Yup haven't see this EDIT..

Mmmh I would say you can do everything except importing new meshes or manipulating a 3D editor. Basically, no codes nor conditions nor whatever are hidden. What you see in the tool is the whole application. You can make changes in this application so that the player have to destroy an opponent TumbleStone.

We will publish new modding tutorials pretty soon to explain the tool in detail.
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Last Edit: 14 years, 6 months ago by FredBrach.
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Re: About hierarchy... 14 years, 6 months ago #117

I did see the script that handles the winning and losing conditions, the problem would be a map to do this, unless I switch the spawn points of both, player and enemies, that way one rushes to their tumblestone. But I need to learn how the positioning works. I'm glad this uses Euler angles though, roblox does too.
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Re: About hierarchy... 14 years, 5 months ago #155

oh sorry => right click => package => edit scene


ok, i tried it, a 3d window preview appears but, selecting a material don't display anything...
how to see something in this preview window ??
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Re: About hierarchy... 14 years, 5 months ago #158

CaptN_TABASCO wrote:
oh sorry => right click => package => edit scene


ok, i tried it, a 3d window preview appears but, selecting a material don't display anything...
how to see something in this preview window ??


As I said in the other thread, basically, their is no resources editing features in FTL since it is more like an IDE than a classical game editor. The scene editor window is very basic and it will not allow you to properly edit your resources. Use other soft like photoshop or 3dsmax to edit your resources then import them in FTL.

And we will add tutorials on this with time.
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Last Edit: 14 years, 5 months ago by FredBrach.
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