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Posted: Sun Jul 31, 2011 11:42 pm
by jafo1015
jozsefkoma wrote:Sorry for double post,but I've discovered something...
A lot of wops have hidden adjustments(just like multi power FireFlower) and one of them is the Magic Charger particle control.
I didn't experimented with all kind of values,but I belive we can make a POP charger that will look like a Brr charger.
That will be something like A fake charger.
Cool! What adjuster are you playing with? My son just discovered that you can add the "Data1" adjuster to the glove charger.

Negative numbers: turn off the particles
0: Normal
1: Only one use!
2 and higher: No uses at all

Posted: Mon Aug 01, 2011 6:59 am
by jozsefkoma
jafo1015 wrote:
jozsefkoma wrote:Sorry for double post,but I've discovered something...
A lot of wops have hidden adjustments(just like multi power FireFlower) and one of them is the Magic Charger particle control.
I didn't experimented with all kind of values,but I belive we can make a POP charger that will look like a Brr charger.
That will be something like A fake charger.
Cool! What adjuster are you playing with? My son just discovered that you can add the "Data1" adjuster to the glove charger.

Negative numbers: turn off the particles
0: Normal
1: Only one use!
2 and higher: No uses at all
Thanks for experimenting!
I used Data1 too.
_____________

In my hub project and ab-47 's DC are used 2 wops inspired by TheThaumaturge.
These wops are the working rock Bridge.
Want to post the wop?

Posted: Tue Aug 09, 2011 7:32 pm
by MyNameIsKooky
Apparently coins use ActivationType 21 by default.

EDIT: Actually, nevermind. Changing the ActivationType doesn't do anything.

Posted: Tue Aug 09, 2011 8:37 pm
by MyNameIsKooky
DP.

Here's my messy notes on ActivationType, which controls how an object moves when it gets activated/deactivated.

00: Does nothing
01: GrowZ
02: GrowXYZ
03: GrowXY
04-0A: Same as 00
0B: Gate (default)
0C: Bridge, sinks 1 unit
0D: Bridge, sinks 2 units
0E: Bridge, sinks 3 units
0F: Bridge, sinks 4 units
10: Bridge, sinks 5 units (default bridge movement)
11-14: Same as 00
15: Fade
16-1E: Same as 00
1F: Gate again?
20-28: Same as 00
29: Dungeon Door

Posted: Tue Aug 09, 2011 10:29 pm
by StinkerSquad01
When did we start talking about ActvationType? :P

EDIT: ohtheshame

Posted: Tue Aug 09, 2011 10:33 pm
by MyNameIsKooky
StinkerSquad01 wrote:When did we start talking about ActvationType? :P
Just now. I discovered something, so I posted it, you silly goose.

Posted: Tue Aug 09, 2011 10:47 pm
by StinkerSquad01
StinkerSquad01 wrote: EDIT: ohtheshame

Posted: Tue Aug 09, 2011 10:49 pm
by MyNameIsKooky
StinkerSquad01 wrote:
StinkerSquad01 wrote: EDIT: ohtheshame
That doesn't fit when you posted it two hours after me. You could've pressed the "X" in the top right corner of your post if you wanted to delete it.

Posted: Tue Aug 09, 2011 10:54 pm
by StinkerSquad01
I had forgotten about the ActivationType option.

Posted: Thu Sep 15, 2011 8:38 am
by ab-47
BUMP

Is there a way to pass into the turtles (when they act like scritters)
You can pass through a spikey ball or a chomper but you die
You can pass through a scritter but you stay alive and he jumps away
You can't pass Through a turtle. Can anyone know how to pass through a turtle. :)

Posted: Thu Sep 15, 2011 6:54 pm
by MyNameIsKooky
You can't. Their collision types are hardcoded into the game.

Posted: Thu Sep 15, 2011 6:58 pm
by |Cookie|
We Can!

Posted: Thu Sep 15, 2011 6:59 pm
by |Cookie|
Delete

Posted: Fri Sep 16, 2011 4:32 am
by ab-47
kidkidaaa1 wrote:We Can!
How did you do that????? :shock: :shock: :shock:

Posted: Fri Sep 16, 2011 7:26 am
by |Cookie|
You Can Do This Only for 1 Second!
Look:

Posted: Fri Sep 16, 2011 1:28 pm
by ab-47
that's not what I wanted.
I've posted this in here so I could know if there's a hex code that can make the turtle passable. :)

Posted: Fri Sep 16, 2011 2:15 pm
by |Cookie|
ab-47 wrote:that's not what I wanted.
I've posted this in here so I could know if there's a hex code that can make the turtle passable. :)
AH!Sorry!

Posted: Sun Sep 18, 2011 1:34 am
by LittleZbot
There's also a glitch that will make Turtles go straight through you, but you have to stay in one spot.

You stand in the way of the Turtle, then save. A bit later, load your game. The Turtle will pass right through you if you don't move.

Posted: Sun Sep 18, 2011 6:15 am
by jozsefkoma
There is a way to make the turtle passable.
First you need to chose a logic of a passable creature like scritters or wee stinkers.
Next change the movement type to the turtle movement type.
If you added other model name,change it to turtle and save it.
If you chose the scritter wop it will jump(maybe) and if you chose the wee stinker logic, don't know how it will act(maybe will MAV)

Posted: Wed Dec 14, 2011 11:06 pm
by Emerald141

Posted: Wed Dec 14, 2011 11:11 pm
by MyNameIsKooky
For objects that use the moving star textures (Gems, Teleporters, Cuboids, etc), the color adjuster will automatically revert back to 0 if it's anything above 8.

It should work fine if you Hex-Edit the .wlv file itself by finding the shard and changing its color there.

Posted: Wed Dec 14, 2011 11:21 pm
by Emerald141

Posted: Wed Dec 14, 2011 11:26 pm
by MyNameIsKooky
Huh, I dunno. I think you're going to have to just use a custom texture since it seems that the teleport textures are loaded into the game from wg.exe (I checked the hfn2 model and found nothing, so that's what I assume is going on).

Posted: Tue Dec 20, 2011 5:07 am
by Guppy Star
Anyone found out that you can edit room 27 of MOFI DEMO to avoid end of demo cutscene?

Posted: Tue Dec 20, 2011 5:17 am
by Sammy_P
LittleZbot wrote:There's also a glitch that will make Turtles go straight through you, but you have to stay in one spot.

You stand in the way of the Turtle, then save. A bit later, load your game. The Turtle will pass right through you if you don't move.
That happened to me in WA once, but without saving/loading.

Posted: Tue Dec 20, 2011 10:04 pm
by Sammy_Bro
jafo1015 wrote:2 and higher: No uses at all
Colorful null chargers? :D

Posted: Wed Dec 21, 2011 6:46 am
by LittleZbot
Or "Fake Magic?"

gotta use that someday.

Posted: Wed Dec 21, 2011 12:30 pm
by MyNameIsKooky
Sammy_Bro wrote:
jafo1015 wrote:2 and higher: No uses at all
Colorful null chargers? :D
Nope. They don't give you any magic at all when you step on them.

Posted: Wed Dec 21, 2011 5:13 pm
by StinkerSquad01
And combined with the flip glitch to place a GC, we can have TrapChargers!

Posted: Thu Dec 22, 2011 7:31 am
by LittleZbot
What's a GC?