"Avimimus" said: Hello again,
I have had trouble getting time distortion to work. I assume that I should use the existing weapon entry (as opposed to calling the effect). I have tried adding it by simply duplicating an existing "specialty" entry in player_characters.dat (this causes the game to crash). Are you trying to make a time distortion item or a time distortion weapon? Here is some basic code for a time distortion item, taken from the modding library:
Bullet Time;//name--------------------------------------- 1;//identifier 0;//item class 0.000000;//weight Press B to activate!;//short description none;//first pick up text 0.650000;//size on map 2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner -1;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes qpdash.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; 4;//slot number end_wield_slots; begin_effects_block; Time Slows and you can think clearly.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key B;//quick key begin_conditions; end_conditions; begin_effects; 38;//effect number 0.080000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations;
I don't really understand why you tried to use the player_races.dat file specialties (you mentioned player_characters.dat, could that be the source of the crash?)
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