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WOPs for MOFI demo

Posted: Thu Mar 26, 2009 12:19 am
by cbloopy
If you are running your adventure using the MOFI demo instead of the editor, here are some new objects you can make use of right now, since they don't require any new models (or can be substituted with old ones).

The attached zip file contains the WOPs. Remember, THEY ONLY WORK ON MOFI DEMO, NOT THE WA EDITOR/PLAYER. They will not function as anything other than decorative objects when used in WA Editor/Player. Also, not surprisingly, most don't show up correctly in the Editor. I did put in a fake adjuster in each, so that when you right-click on one, you can quickly identify the object as one of the MOFI objects as opposed to an old object type.

Some quick explanation on new objects (note: some MAJOR MOFI SPOILERS :!: ahead):

Meteor: this is the "piece of sky falling down" effect in MOFI. You need trigger it via activation from general command (CMD 1). The adjustments are:

ID: the ID you would use for CMD 1
Data0: StartZ
Data1, Data2, Data3: EndX, EndY, EndZ

Basically the meteor will travel from (x,y,z) position (ObjectX, ObjectY, StartZ) towards (EndX, EndY, EndZ), stopping there, with the exception that if StartZ and EndZ are equal, the meteor will keep going even after reaching the destination. So, to make the meteor look like it falls from the sky and hits the ground, you generally want StartZ to be a high positive number, and EndZ to match the destination tile's Xtrude/Height (so 0 for normal ground level).

Magic Shooter: this is the trap that when triggered, aims a spellball towards a specific target (x,y) location. You need trigger it via activation from general command (CMD 1), typically a GC button. The adjustments are:

ID: the ID you would use for CMD 1
Data0: magic (0 = Flo, 1 = Pow, 2 = Pop, 3 = Grow, 4 = Freeze, 6 = Blink)
Data1: target x
Data2: target y

Notice magic #4 is "Freeze" not "Brr". It turns out the game basically uses the same number for both your "Brr" spell, and the permanent "Freeze" spell of the IceFlowers. The difference is apparently solely in who did the shooting. Only the player shoots "Brr"; everything else shoots "Freeze" for magic #4.

Aside from the obvious "trap" uses, you can use this object to simulate having NPCs, Ice Trolls, etc. shoot magic at something other than the player. This is how they did the scene in MOFI where the Ice Trolls attack Stinkers at MakeShift Camp and the green wizard defends with Grow.

Ice Thwart: the closest one can get to an Ice Troll without using the actual Troll model. At least this shoots Freeze. Adjusters are identical to those of Thwarts. Requires custom object texture IceTroll.png

UFO (B): the closest one can get to an UFO without using the actual UFO model. Based on CatHat5678's simulation of UFOs via custom-textured scritters. Requires custom object texture UFOScritter.bmp.

Data0 is the initial direction the UFO moves in (0 = north, 1 = east, 2 = south, 3 = west)
Data1 is turn direction (aka lefty/righty): 0 = turns left, 1 = turns right

rainbow coin: the real deal. Besides looking like rainbow coins, they don't count towards your regular gold coin count, so they don't affect, say, TollGates that count regular gold coins. In other words, they only affect Rainbow Gates (see below). Adjusters are identical to those for regular gold coins.

Sorry they look identical to regular gold coins in the Editor. At least you can tell them apart when you right-click on them.

rainbow gate: Tollgates for rainbow coins. Actually, unlike regular tollgates, the rainbow gate opens as soon as you have collected all rainbow coins. Unlike normal tollgates, for which you have to actually be standing next to one to open. There is no "Cost" adjustment; the cost is simply to collect all rainbow coins.

waterfall: waterfalls are already available in WA Editor, but MOFI also allows you to set Data0 to something besides 0 to get acid waterfalls and lava waterfalls (I forgot which value is which, try 1 and 2).

Posted: Thu Mar 26, 2009 12:31 am
by Qloof234
There are no words that describe my feelings right now.

Posted: Thu Mar 26, 2009 12:32 am
by jdl
..........

Posted: Thu Mar 26, 2009 12:33 am
by maxnick
:shock: x 9999999999

Posted: Thu Mar 26, 2009 12:41 am
by jdl
ZBots?

Posted: Thu Mar 26, 2009 12:50 am
by Qloof234
And Baby Boomers, and crabs, and tentacles, and Kaboom!s... :wink:

Naw, just kidding. You win many, many internets for doing this, cbloopy.

EDIT: Actually, if you can get another element, d'you think you might be able to get FlipBridges? :D

Posted: Thu Mar 26, 2009 6:15 am
by CatHat5678
hey every one
i worked out how to get rid if that thing that comes up when
you try to exit the mofi demo!
you just delete the pictures that show up!
(found in graffics folder)

Or!

Posted: Thu Mar 26, 2009 9:54 am
by JohnEmmanuel143
@Cat Hat:Or you could just use a crack I downloaded for Removing it! :lol:

@Qloof:I will try to Improve the Website if you want......

Posted: Thu Mar 26, 2009 1:02 pm
by AJQZC
Wow, great job, cbloopy! :D
If you join the 3rd Wonderland Adventures game, we will know what to expect. 8)

Posted: Fri Mar 27, 2009 10:28 pm
by CatHat5678
do you think you could get the buttons that can only be pushed
by certan monsters???

Posted: Fri Mar 27, 2009 11:14 pm
by Qloof234
You mean buttons that only monsters can use?

This already exists.

Set the monster's ID to, say, 10. Set the ActivateID on the button to the same number, and then only monsters with that ID can activate it.

Posted: Fri Mar 27, 2009 11:37 pm
by Nobody
Could you get us lava cbloopy? :D

Posted: Fri Mar 27, 2009 11:52 pm
by AJQZC
As in, the real lava? :shock:

I don't think there's a need. You just have to set certain tiles as "hotspots". Besides, you can already find lava in the watertextures. 8)

But as in how to set them, I don't know...

Posted: Sat Mar 28, 2009 9:58 pm
by DEEMAN223344
cbloopy, could you post all of the .wops straight from the editor? I have an idea for some levels.

Posted: Sat Mar 28, 2009 10:00 pm
by cbloopy
Nobody wrote:Could you get us lava cbloopy? :D
Probably, but it'll take some time since I haven't started looking into tiles yet.

lava tiles

Posted: Sat Mar 28, 2009 10:50 pm
by cbloopy
Getting lava tiles was easier than expected.

Like WOPs for objects, you have TP1s for tiles, they are the predefined types you get in the Editor from the Category:/Tile: box.

Attached is the TP1 for a depth-1 lava tile. The logic of the tile shows up as "Other" in the Editor. The tile's watertex is "rainbow" because in MOFI's standard watertex graphics, the rainbow is replaced with lava.

Put the TP1 file somewhere under c:\WA Editor v096\Data\Editor\TilePresets, like in c:\WA Editor v096\Data\Editor\TilePresets\Water (the tile will be under "Category: Water"), or maybe under a new folder c:\WA Editor v096\Data\Editor\TilePresets\Lava (the tile will be in a new "Category: Lava"). You might need to restart the Editor to have the new tile available for use.

Reminder again that this only works for adventures run via the MOFI demo. I have no idea what happens if you try to use it in an adventure played using wg.exe from the Editor. Nor have I actually tested this out yet in any MOFI-demo-based adventures. [edit: now tested to work]

Posted: Sun Mar 29, 2009 5:30 pm
by duncan
DEEMAN223344 wrote:cbloopy, could you post all of the .wops straight from the editor? I have an idea for some levels.

Uhhh.. ummmm... cbloopy, did you not see my post?

or....*shot for getting ready to say dlcs18's phrase*

Posted: Sun Mar 29, 2009 6:15 pm
by dlcs18
*hides gun*

You mean the "Oh the shame!" one?

Posted: Sun Mar 29, 2009 6:45 pm
by duncan
yes

Posted: Mon Mar 30, 2009 12:10 am
by cbloopy
duncan, or is it DEEMAN223344, wrote:cbloopy, could you post all of the .wops straight from the editor? I have an idea for some levels.
Well they are all on this thread somewhere. I attached the WOPs I have on my computer right now but I can't guarantee that they include everything I've posted (but should be close).

Re: WOPs for MOFI demo

Posted: Mon Mar 30, 2009 9:16 am
by Clifford
cbloopy wrote: I did put in a fake adjuster in each, so that when you right-click on one, you can quickly identify the object as one of the MOFI objects as opposed to an old object type.
How did you do this?

Hmm I hav an idea - Bridge with colour adjustment and different texture!
[/u]

Posted: Mon Mar 30, 2009 10:02 am
by Clifford
Everybody here,

I puchased MOFI with Bigfish games and I can only play it in full screen.
Can someone send me wg.exe please?

EDIT: This wouldn't be right for publishing with the bigfish game thing.

(Remember, adventures arn't included in wg.exe so it's not as if I'm trying to peswade you to give my the full version if you don't trust me.)

Just DON'T send me the Hub files, Ok.

Posted: Mon Mar 30, 2009 2:01 pm
by Qloof234
In theory the game shouldn't be running at all then - the main Wonderland.exe is just another link to wg.exe.

Posted: Mon Mar 30, 2009 8:35 pm
by Clifford
Ok then, can someone post me/the whole forum wg.exe

Posted: Mon Mar 30, 2009 9:04 pm
by duncan
cbloopy wrote:
duncan, or is it DEEMAN223344, wrote:cbloopy, could you post all of the .wops straight from the editor? I have an idea for some levels.
Well they are all on this thread somewhere. I attached the WOPs I have on my computer right now but I can't guarantee that they include everything I've posted (but should be close).
*sigh* I meant all the .wops that exist from mofi

Posted: Mon Mar 30, 2009 9:30 pm
by cbloopy
duncan or DEEMAN223344 wrote:*sigh* I meant all the .wops that exist from mofi
Well you should have been more specific.

It wouldn't do you any good anyway. The reason I posted only the subset of MOFI WOPs is because they don't require MOFI-specific models. The rest do need the corresponding models from MOFI, but the Editor will MAV on any WOPs that use models not from the Editor.

Posted: Mon Mar 30, 2009 10:22 pm
by mqdar
cbloopy wrote:
duncan or DEEMAN223344 wrote:*sigh* I meant all the .wops that exist from mofi
Well you should have been more specific.

It wouldn't do you any good anyway. The reason I posted only the subset of MOFI WOPs is because they don't require MOFI-specific models. The rest do need the corresponding models from MOFI, but the Editor will MAV on any WOPs that use models not from the Editor.
...Even if you copy the models from MOFI into the WA Editor folder.

Wait, I have an idea. What if to make a MOFI level with new features that require new MOFI models, you rename some model names? I can't believe that the editor would load all the models into memory. Of course, if that's the case, we're screwed. :( :wink: :lol:

Posted: Mon Mar 30, 2009 10:30 pm
by jdl
So if we replace a Scritter model with the UFO model (and give it the same filename as the scritter was) and give it the UFO's texture using Cbloopy's texture tweaking option, place it in the level, run it in MOFI, it will look and act like the UFO? :shock:

Posted: Mon Mar 30, 2009 10:52 pm
by cbloopy
jdl wrote:So if we replace a Scritter model with the UFO model (and give it the same filename as the scritter was) and give it the UFO's texture using Cbloopy's texture tweaking option, place it in the level, run it in MOFI, it will look and act like the UFO? :shock:
No, it will still act like a scritter. Also unlike textures, you can't always freely interchange models--some object types will MAV the game if not used with the intended model.

Anyway, the UFO's already available--I did the reverse basically, replacing the UFO model with the scritter model and custom texture that to look like the UFO.

FYI, I do have a way that will one day let you make use of all the new MOFI objects. I just need to write a program, and I don't have a lot of free time right now. Please be patient.

Posted: Mon Mar 30, 2009 11:16 pm
by mqdar
cbloopy wrote:FYI, I do have a way that will one day let you make use of all the new MOFI objects. I just need to write a program, and I don't have a lot of free time right now. Please be patient.
Oh Cbloopy, take your time. You've done more than enough for us all. We should be giving you a break. :P :D