TACO

6 years 6 months ago - 8 months 3 weeks ago #1 by Stern
TACO was created by Stern
EDIT:
Link fixed:
TACO

Here are some tips: and how to use this mod tool.



1. Tab (Player/Camera):
Save position/Load position:
Lets you to save and load your position(teleport).
Any place you can go will do.
It will save players in-game X,Y,Z coordinates.
(Game must be running and player must be in mission)

Text fields and ">" buttons.
Text fields will display players in-game coordinates.
*West<->East
*Height
*South<->North

Camera coordinates. (Camera is the view you see in game)
It has a position coordinates like anything else.
*West<->East
*Height
*South<->North

">" buttons allow to transfer position value to SET POSITION area.
">>>" will transfer all three values at once.
Its used to teleport to camera position or manually change one of XYZ value:
Example is to set your position to roof of some building:
Imagine your coordinates are +100 from West and +50 from North.
And H is 0. (you stand on zero Height)
Now you transfer all values to SET POSITION and change only the one thats needed.
"Set" to set only one of them or Set All to set them all.

This manual stuff isnt so useful because it requires to use game in window mode
or Alt+Tab / Windows key to switch from game window.

Unbound Camera: (SHIFT+F)
Disconnects camera from player.
It allows to move camera to any location.

Restore Camera: (SHIFT+R)
Resets camera to player location.

Camera is controlled by:
SHIFT+W Move to North (North direction on Map...)
SHIFT+S Move to South
SHIFT+A Move to West
SHIFT+D Move to East
SHIFT+E Move Up
SHIFT+Q Move Down
(SHIFT+Z) to turn ON automatic camera movement.
This option will follow camera look direction, controlled with your pointing hardware
(usually computer mouse). (left-right/up-down)
You can set one step length by editing "Step Size" value, (time interval is 50ms).

***All camera functions work only if Player has no weapon in hand !!!

Save/Load camera locations. Alt+1 to 9 to Save; Ctrl+ 1 to 9 to Load

Shift+/- to increase / decrease step size (and its possible to go negative this way, so no need to set negative value at start)

Shift + X for one step at once (to the aim direction).
And if its held down its same as Shift+Z but manual (Hold X to move, release to stop)

!!! All this works by memory manipulation (Read/Write values / op-codes), but does not make any permanent changes to the HD2 game files.
After game is restarted all changes are lost/reset to normal !!!



2.Tab (Human Obj/Def)

Allows to generate Enemy Object / Definition (used mostly in Actors.bin)
+generate Script links (using same name as enemy Object)
+empty script files with object name.

It can be used manually or with CTRL+S.

If game is active and player is in mission then it can use player XYZ coordinates for enemy coordinates.
Chackbox "XYZ+Yaw from player" will activate this option.

*West<->East
*Height
*South<->North
YAW (turn or look angle)
can be used without taking them from player position.

Name: is the object name "E_" as default
Increment name number will add +1 as value after Name
E_1, E_2, E_3 ........
You can set start value for that:
"Begin with number"
"Reset counter" will set increment counter to 0.

All this means that you can start mission and by pressing CTRL+S
you can generate all Enemy Objects with your in-game coordinates.
Just stand in a place where you want enemy to be and save.
Best way is to test it and learn it.



3.Actors.bin

Allows to import Objects/Definitions to Actors.bin.
And correct block size for File/Obj. block/Def. block. (Button "Correct data lengths")
It will use Actors.bin in the program folder if it exists, so its useful to make copy of this program to mission folder.
Button "Correct data lengths" does not require save button "Save Actors.bin"

4.Memo
Just a memo, it has automatic save on close / load on open.

The one who hesitates is lost !
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The following user(s) said Thank You: snowman, danilasar, DanJ

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3 years 11 months ago - 3 years 3 months ago #2 by Stern
Replied by Stern on topic TACO
Question for who ever modded maps.

Human definition has bunch of properties, are they all needed for Enemy / Ally /Civilian ?
I only changed Health for my missions, but maybe some more of them are needed.


Stealth/first aid/ lock picking doesnt have anything to do with coop.
Sight range/ Hearing range is mostly set by script.

What about Endurance / Experience ?

I ask because I make some update to this PPD program.

The one who hesitates is lost !
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3 years 11 months ago #3 by ProSabre
Replied by ProSabre on topic In-game camera position display.
Hey stern.

will wayne of Gs made tool ages ago . dont know if you ever seen it or use it.

unzip and goto:
HD2 Scripter Install folder.
install the application and go to part: Tools - soldier def generator..

https://1drv.ms/u/s!AqIrrBkk5d2FgykRoobl4HaNdgE9?e=P8fcTI

Experience is used in campaign mode . (soldier learning) to give you max health on completion of missions. So i think so.

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3 years 11 months ago #4 by Stern
Replied by Stern on topic In-game camera position display.
I remember this program.

For co-op I think mostly useful might be

Human Type
Health
Morale (if it works for clients)
Shooting
Human Voice
Human Label

I discovered that with FileStream its very easy to set Data size.
    FStream:=TFileStream.Create('TestFile1.txt', fmCreate);
    FStream.Seek(0,soFromEnd);
      FStream.WriteBuffer(d21AE, 2);    //2 bytes
      FStream.WriteBuffer(data97, 4);    //4 bytes

The one who hesitates is lost !

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3 years 11 months ago #5 by Stern
Replied by Stern on topic In-game camera position display.
This is how to produce a disaster ;)



Or maybe its a perpetuum mobile...

The one who hesitates is lost !
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3 years 11 months ago #6 by Stern
Replied by Stern on topic In-game camera position display.
First test.
30 enemy created with maybe 30 seconds, from player in-game position.
Why didnt think of this earlier. :grumpy:


The one who hesitates is lost !
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The following user(s) said Thank You: snowman, WANGER

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