Re: SCP - Nine Tailed Fox Mod (WIP)

#161
okkkk Shaun i begin to understand better now :)

So the room.INI and the CreateMap in Blitz3D function must be changed fter that your room is created

Same if video is better to understand everything well, i begin to see approximately how you can do this :)

Thank you ;) that is the same system to place new items in the game ?
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Re: SCP - Nine Tailed Fox Mod (WIP)

#163
@Alphive: There's a Items.bb file there you can declare the Item (only declaring to make th item existing at all in the game), like what KirbyMario said. But to place them in the room, you need to edit the FillRoom Function inside the "Mapsystem.bb" file, here's a little image to show:
Spoiler
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Look at the "room2gs", here you can see all placed inside the room (how it will be done). Ignore everything after "room860".
@Alphive: I think it would be better that you send me a private message if you wan't to ask something that doesn't directly has something to do with the mod (like how to implement rooms in SCP:CB and such).
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Re: SCP - Nine Tailed Fox Mod (WIP)

#164
PXLSHN wrote:@Alphive: I think it would be better that you send me a private message if you wan't to ask something that doesn't directly has something to do with the mod (like how to implement rooms in SCP:CB and such).
Yes no problem :D
PXLSHN wrote:@Alphive: There's a Items.bb file there you can declare the Item (only declaring to make th item existing at all in the game), like what KirbyMario said. But to place them in the room, you need to edit the FillRoom Function inside the "Mapsystem.bb" file, here's a little image to show:
Complicated ahaha i will try to understand everything :P
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Re: SCP - Nine Tailed Fox Mod (WIP)

#165
Big Update: The Nine Tailed Fox Mod PreAlpha (version 0.0.1) will come out soon (tomorrow or even today!)
Here are some changes I made after my 2nd video:

- you are spawning at the Gate-A Entrance rather than in :173:-Chamber, but only if you Disabled the Intro Sequence
- the bullets will still go through NPCs, but currently there are not many NPCs existing you could shoot to death anyway
- in the small gun-storage room there's a P90 spawning in the open locker rather than a Kevlar
- if you pick up a P90 and double click it in the inventory, it will add +1 magazine
- by using the voice-chat you will hear the players voice

Things I still want to do:
- :0492:-instances will damage your Kevlar before they are actually causing Injuries/Bloodloss
- if you get damaged/killed you will hear the player grunting/dying

A thing you may know: the MTF-Units AI is currently broken as it doesn't see the player as the Target anymore

Don't expect that much, it's pretty much like in the video with only the additional changes!

If you still have :?:, then please ask me!

EDIT: I'm done, I think I'll upload it right now :D.
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Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#167
PXLSHN wrote:Sorry for double post, but

The Nine Tailed Fox Mod is out!

Download Link on the first page
Yaaaay!

PXLSHN wrote: About the Irrlicht Port: Do you mean me to make a mod for the SCP Irrlicht Port or what did you mean with that?
Wow, no one answered this?

He means a mod for the Irrlicht Port. Juanjpro said he WILL make the game as easily modifiable as Containment Breach. It could be a bit more in your zone, if you know C++ (the programming language, if you didn't know what it was).

Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#168
SyphenTV wrote:
PXLSHN wrote:Sorry for double post, but

The Nine Tailed Fox Mod is out!

Download Link on the first page
Yaaaay!

PXLSHN wrote: About the Irrlicht Port: Do you mean me to make a mod for the SCP Irrlicht Port or what did you mean with that?
Wow, no one answered this?

He means a mod for the Irrlicht Port. Juanjpro said he WILL make the game as easily modifiable as Containment Breach. It could be a bit more in your zone, if you know C++ (the programming language, if you didn't know what it was).
Thanks, but I don't know C++ (I tried it but I can't deal with it). I'm more familiar with Blitz3D.
BTW: I'm also having a Blitz3D DirectX9+11 DLL for Blitz3D, but currently I can't really deal with it as it changes pretty much every command (and adds new ones).

EDIT: Updated the first page with a little instruction how to install this mod
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Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#170
PXLSHN wrote:
SyphenTV wrote:
PXLSHN wrote:Sorry for double post, but

The Nine Tailed Fox Mod is out!

Download Link on the first page
Yaaaay!

PXLSHN wrote: About the Irrlicht Port: Do you mean me to make a mod for the SCP Irrlicht Port or what did you mean with that?
Wow, no one answered this?

He means a mod for the Irrlicht Port. Juanjpro said he WILL make the game as easily modifiable as Containment Breach. It could be a bit more in your zone, if you know C++ (the programming language, if you didn't know what it was).
Thanks, but I don't know C++ (I tried it but I can't deal with it). I'm more familiar with Blitz3D.
BTW: I'm also having a Blitz3D DirectX9+11 DLL for Blitz3D, but currently I can't really deal with it as it changes pretty much every command (and adds new ones).

EDIT: Updated the first page with a little instruction how to install this mod

Ah. All right. You might want to take some time to learn it. It may help, since I'm guessing C++ has more capabilities then BlitzBasic (the language you use when using Blitz3D), and is WAAAY more stable then Blitz. If you do want a language to learn that I find interesting, I'm jumping with MonocleBios on this, you might wanna learn Python.

Also, the File is named "SCP CB Nine Tiled Fox" or whatever. Tailed is spelled wrong.

And, whenever I try to load a map, it sometimes MAV's, way more then the normal game.