MyNameIsKooky wrote:But remember, wop files aren't very flexible. Most of the object's functions are tucked into wg.exe, and I can't edit that. Thus, it's impossible to make things like "Gem Gates" and other things discussed in the past. So be reasonable when making your requests.
I doubt it's possible to make the wop you want, but I could try to make a teleporter with a gem model - that's the closet I could get to what you suggested, but it wouldn't have a LevelDest thingy.
And a gem is the closet thing we have to a sphere (Spikeyballs are too spikey).
MyNameIsKooky wrote:But remember, wop files aren't very flexible. Most of the object's functions are tucked into wg.exe, and I can't edit that. Thus, it's impossible to make things like "Gem Gates" and other things discussed in the past. So be reasonable when making your requests.
I doubt it's possible to make the wop you want, but I could try to make a teleporter with a gem model - that's the closet I could get to what you suggested, but it wouldn't have a LevelDest thingy.
And a gem is the closet thing we have to a sphere (Spikeyballs are too spikey).
Okay, but is it possible to make it that the wg.exe file has a fixed destination for the .wop (like the shards).
If you bothered to copy and paste this signature, or zoom in, to make it possible to read, then I wasted 5-10 seconds of your life.
md wrote:Okay, but is it possible to make it that the wg.exe file has a fixed destination for the .wop (like the shards).
No. The wop's functions are tucked away in the hexadecimal in wg.exe to who-knows-where. Even if we did know how to manipulate wg.exe completely, people would have to download the hacked version just to play your level.
md wrote:Okay, but is it possible to make it that the wg.exe file has a fixed destination for the .wop (like the shards).
No. The wop's functions are tucked away in the hexadecimal in wg.exe to who-knows-where. Even if we did know how to manipulate wg.exe completely, people would have to download the hacked version just to play your level.
As stated before, wops aren't very flexible.
Ok, I understand.
If you bothered to copy and paste this signature, or zoom in, to make it possible to read, then I wasted 5-10 seconds of your life.
I'd like a chomper wop that can be deactivated and activated bycommands. I tried it with a normal chomper and it didn't work.
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
Darn. I had a whole Boss planned using that and everything.
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
Was there ever a firepit wop with pitch, roll, yaw, xyz functions that you can use so that fire comes out from holes of walls and stuff? If not, I request it
As a brony I think that would be an Equestria request XD
Although I haven't tried creating a Duck Turtle. If you want me to, I could try it.
I know why all the above things MAVed. Duck Flower has the head rearing animation, Duck Thwart has the throwing animation and the walking animation, Duck Chomper has the chomping animation, and Duck turtle has the walking animation and the submerged animation. Which makes me wonder what Thwart with Wysp model would look like. A randomly flipping and spinning thwart that could walk over water.
Although I haven't tried creating a Duck Turtle. If you want me to, I could try it.
I know why all the above things MAVed. Duck Flower has the head rearing animation, Duck Thwart has the throwing animation and the walking animation, Duck Chomper has the chomping animation, and Duck turtle has the walking animation and the submerged animation. Which makes me wonder what Thwart with Wysp model would look like. A randomly flipping and spinning thwart that could walk over water.
It wouldn't be able to walk over water. Modelswaps don't change the properties of objects.
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
Although I haven't tried creating a Duck Turtle. If you want me to, I could try it.
I know why all the above things MAVed. Duck Flower has the head rearing animation, Duck Thwart has the throwing animation and the walking animation, Duck Chomper has the chomping animation, and Duck turtle has the walking animation and the submerged animation. Which makes me wonder what Thwart with Wysp model would look like. A randomly flipping and spinning thwart that could walk over water.
It wouldn't be able to walk over water. Modelswaps don't change the properties of objects.
Although I haven't tried creating a Duck Turtle. If you want me to, I could try it.
I know why all the above things MAVed. Duck Flower has the head rearing animation, Duck Thwart has the throwing animation and the walking animation, Duck Chomper has the chomping animation, and Duck turtle has the walking animation and the submerged animation. Which makes me wonder what Thwart with Wysp model would look like. A randomly flipping and spinning thwart that could walk over water.
It wouldn't be able to walk over water. Modelswaps don't change the properties of objects.
Unless you mean a Wysp with a Thwart model.
*sigh* Yes, I always get that confused.
Done. You'll probably want to scale it down a little when you place it, though.
You do not have the required permissions to view the files attached to this post.
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
Master Wonder Mage wrote:Is it possible to make a Stinker with Zadjust? I'm going really really overboard with scenery on TMD part 10
Yes. Here you go. I've also equipped it with XAdjust, YAdjust, RollAdjust, and PitchAdjust. The dialogue bubble will always be on it's deadspot, though (unless you use dialogue 0, of course).
You do not have the required permissions to view the files attached to this post.