8000 some issues regarding liero-hacks/mods repository · Issue #22 · Victorcorcos/liero-hacks · GitHub
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some issues regarding liero-hacks/mods repository #22
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@KangaRoo1372

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@KangaRoo1372

Hi Vitu! Long time no see :)

I know that it's been a long time since you were active on Webliero and working on your own mods, but you need to know that your repo is still very useful for many players/modders/developers! Your repo have even been imported into the official Webliero Mods repository held by webler (the creator of Webliero). Anyway, since it's been a long time since you posted your info, some things have changed meanwhile and some have been discovered. Therefore, I present a proposal for changes to the README.md file (Mod Guide). I probably should do a pull request right away, but it's easier for me and you can do it your own way :). So:

  1. soundpacks - afaik, there are 6 soundpacks on Webliero: sorliero (dedicated for Magic Playground), csliero (dedicated for CS Liero), promode (dedicated for promode final / promode rerevisited), blackwindv1 (dedicated for Blackwind Mod Version 1), blackwindv2 (dedicated for Blackwind Mod Version 2 a.k.a. Windstorm Mod) and classic 1.33 soundpack. The 1.33 soundpack is used by default, which means that if u don't use the "soundpack" function in your json file, the game will use 1.33 soundpack. To use one of the other 5 soundpacks, you need to use this function.

  2. wojbects - bouncefriction. It determines the angle at which the object will bounce.

  3. wobjects - colorbullets. It determines the colour of wobject. Works only if u use a pixel (startframe: -1) for a wobject.

  4. wobjects - splinterscatter. It determines how the splinters of wobjects will be spread. 0 means they will spread in all directions centrifugally, 1 means they will spread in the direction the wobject is moving (like e.g. in mini nuke).

  5. dirteffect (this parameter is in all objects): this parameter indeed decides which dirt mask sprite to use. By default, there are 9 dirt masks in liero, counting from 0 to 8 (however u can make more): 0-3, 5 and 7-8 destroys dirt, 4 creates brown dirt and 6 creates green dirt. The 7th one is used by worm to dig the ground (and it is hardcoded, which means that a worm will always use dirt mask 7 to dig the ground). Those dirt masks correspond to "textures" (each texture has got 4 parameters: sframe, mframe, rframe and nDrawBack). I know how sframe, mfrane and rframe works, but I'm still not sure how nDrawBack works; the only thing I know about nDrawBack, is that it should be set "true" on dirt masks used to destroy dirt, and set "false" on dirt masks used to create dirt.

  6. textures - sframe. By default, sprite 82 is used to make green dirt (dirteffect 6) and 87 to make brown dirt (dirteffect 4).

  7. textures - rframe. It determines the amount of sprites to be used in dirteffect, starting with mframe.

  8. wobjects - affectbyexplosions. Generally, it decides whether the object is affected by explosions' push force. That means, if it is set "true", then the object will be pushed away on sobject's explosion (vide the parameter "blowaway" in sobject), if set "false" - not. But, there is one exception from this rule: it works differently on wobject 34. If you set "true" on wobject 34, then the object won't be pushed away, but it will explode. This is hardcoded which means that it works like this only on wid 34. That's because wobject 34 was originally (in liero 1.33) a booby trap, to make it behave like bonuses (bonuses explode on sobject's explosion).

Other issues: I suggest adding some more "readme" files inside the directories in which u have your mods (test mod, crazy flag, counter striker and counter corona), each one should contain some description of the mods.

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