Here I made a working crate for you all. (Ignore boulder_sprite for the factory, I wasn't sure if chest_sprite would work). You throw it, it rolls 1 tile. then it sits in place. I can make Crate kegs and lanterns if you guys want EDIT: This moves shops off their grid beaware if used in multiplayer. Code: # Boulder config file # $ string # @ array # sprite $sprite_factory = boulder_sprite $sprite_texture = Entities/Items/Sprites/Crate.png s32_sprite_frame_width = 13 s32_sprite_frame_height = 12 $sprite_sound_death_hit = $sprite_sound_flesh_hit = Sounds/hit_wood.ogg $sprite_sound_die = $sprite_sound_spawn = $sprite_sound_gib = Sounds/destroy_ladder.ogg $sprite_sound_emit = $sprite_gibs_start = *start* $gib_type = static_particle $gib_file = Enities/Rooms/Sprites/RoomGibs.png u8_gib_count = 5 #number of gibs u8_gib_style = 0 #column u8_frame_width = 8; u8_frame_height = 8; @u8_gib_frame = 1; 2; 3; 4; 5; 6; 7; #row $gib_collide_sound = Sounds/rock_hit?.ogg f32_gib_mass = 2.5 u8_gib_emit = 255 #nothing f32_velocity = 4.0 f32_offset_x = 0.0 f32_offset_y = 0.0 $gib_type = predefined $gib_style = stone u8_gib_count = 1 #number of gibs @u8_gib_frame = 1; 2; 3; f32_velocity = 4.0 f32_offset_x = 0.0 f32_offset_y = 0.0 $sprite_gibs_end = *end* f32_blood_multiplier = 3.0 clr_blood_color = 255; 155; 95; 0 $sprite_animation_start = *start* # roll $sprite_animation_roll_name = roll u16_sprite_animation_roll_time = 3 u8_sprite_animation_roll_loop = 1 @u16_sprite_animation_roll_frames = 0; $sprite_animation_end = *end* # ball $ball_factory = block_collider f32_ball_width = 13.0 f32_ball_height = 12.0 f32_ball_radius = 6.0 f32_ball_max_upspeed = 5.0 f32_ball_max_fallspeed = 8.0 f32_ball_max_airspeed = 6.0 f32_ball_max_groundspeed = 0.7 f32_ball_max_actionspeed = 1.0 f32_ball_gravity = 0.4 f32_ball_ground_slide = 0.5 f32_ball_wall_slide = 0.92 f32_ball_ladder_slide = 0.5 f32_ball_ground_bounce = 0.2 f32_ball_wall_bounce = 0.2 1_ball_opens_doors = 0 1_ball_opens_bridges = 0 f32_ball_hit_momentum = 0.11 $ball_sound_bounce = Sounds/boulder_fall?.ogg $movement_factory = $weapon_factory = $brain_factory = $attachment_factory = # general $name = Crate f32_health = 2.0 f32 gib_health = 0.0 f32 kill_roll_speed = 0.0 And heres the shop part Code: crateboulder; boulder; Entities/Items/CrateBoulder.cfg; Entities/Items/Sprites/Crate.png; d; 0; 16; I don't do a damn thing but sit!; w50; EDIT: Heres your swordfight with builders and shops. Any other request?
Thats good, you can experiment more on Rooms and Zombies after you get the grasps of the basics </br>--- merged: Jul 15, 2012 11:44 PM ---</br> Use this crate shop that i made for the crate sprite. And Mech, can you make it like a blocker, Something that blocks things. And if you could, make it stackable like in real life.
errrrr what? They've been in the rules folder for over half a year, i don't know about before, but ever since i joined these forums they've been there.
Update what?! Where should he update? Whats wrong with his locations? Not enough info from "he should update it"
Just stacking and easier to climb buildings with it. I think we should give it to mole for the mole server
Because you can pick them back up and reuse them, even as an archer or knight, and I'm sure people will,come up with more creative uses, like steps across water, or shields against arrows, or whatnot. That's the wonder of KAG--the only limit is the imagination of the players!
So if we make the crates somewhat like ladders and yet can float, then we completely create a new item?
Hello, I have tried adding bison to my server. I used the skeleton cfg file and only changed the name and some things like climb_walls= 0 and $name= bison and the cfg is called bison.cfg. I have successfully spawned them and they move towards you aggressively but they cant damage you. Here is the cfg: Spoiler: Bison.cfg # Skeleton config file # $ string # @ array # sprite $sprite_factory = zombie_sprite $sprite_texture = Entities/Actors/Sprites/Bison.png s32_sprite_frame_width = 32 s32_sprite_frame_height = 32 $sprite_sound_death_hit = $sprite_sound_flesh_hit = Entities/Actors/Sounds/ZombieHit.ogg $sprite_sound_die = Sounds/Splat.ogg $sprite_sound_spawn = $sprite_sound_gib = Sounds/Splat.ogg $sprite_sound_emit = $sprite_gibs_start = *start* #head or ribcage $gib_type = static_particle $gib_file = Entities/Actors/Sprites/ZombieGibs.png u8_gib_count = 1 u8_gib_style = 0 u8_frame_width = 8; u8_frame_height = 8; @u8_gib_frame = 0; 1; $gib_collide_sound = Sounds/flesh_hit.wav f32_gib_mass = 1.5 u8_gib_emit = 255 f32_velocity = 8.0 f32_offset_x = 0.0 f32_offset_y = -5.0 $gib_type = predefined $gib_style = bone u8_gib_count = 1 #number of gibs @u8_gib_frame = 1; 2; 3; f32_velocity = 5.0 f32_offset_x = 0.0 f32_offset_y = 0.0 $gib_type = predefined $gib_style = bone u8_gib_count = 5 @u8_gib_frame = 4; 5; 6; 7; f32_velocity = 10.0 f32_offset_x = 0.0 f32_offset_y = 0.0 $sprite_gibs_end = *end* f32_blood_multiplier = 8.0 clr_blood_color = 255; 200; 0; 0 $sprite_animation_start = *start* # stand $sprite_animation_stand_name = stand u16_sprite_animation_stand_time = 4 u8_sprite_animation_stand_loop = 1 @u16_sprite_animation_stand_frames = 0; 0; 0; 0; 0; 0; 0; 4; # walk $sprite_animation_walk_name = walk u16_sprite_animation_walk_time = 5 u8_sprite_animation_walk_loop = 1 @u16_sprite_animation_walk_frames = 0; 1; 0; 5; # attack $sprite_animation_attack_name = attack u16_sprite_animation_attack_time = 3 u8_sprite_animation_attack_loop = 1 @u16_sprite_animation_attack_frames = 9; 10; 11; 8; # dead - should always gib $sprite_animation_dead_name = dead u16_sprite_animation_dead_time = 4 u8_sprite_animation_dead_loop = 0 @u16_sprite_animation_dead_frames = 2; 3; # revive $sprite_animation_revive_name = revive u16_sprite_animation_revive_time = 4 u8_sprite_animation_revive_loop = 0 @u16_sprite_animation_revive_frames = 7; 6; # climb $sprite_animation_climb_name = climb u16_sprite_animation_climb_time = 4 u8_sprite_animation_climb_loop = 1 @u16_sprite_animation_climb_frames = 8; 9; 10; 11; $sprite_animation_end = *end* u16_attack_hit_frame = 6 $sprite_sound_attack = $sprite_sound_spot = Entities/Actors/Sounds/SkeletonSayDuh.ogg $sprite_bloodsquirt_file = $sprite_bloodsmall_file = # ball $ball_factory = zombie_ball f32_ball_width = 16.0 f32_ball_height = 16.0 f32_ball_radius = 6.0 f32_ball_max_upspeed = 3.0 f32_ball_max_fallspeed = 6.0 f32_ball_max_airspeed = 2.0 f32_ball_max_groundspeed = 1.1 f32_ball_max_actionspeed = 1.0 f32_ball_gravity = 0.4 f32_ball_ground_slide = 0.75 f32_ball_wall_slide = 0.79 f32_ball_ladder_slide = 0.21 f32_ball_ground_bounce = 0.0 f32_ball_wall_bounce = -0.5 1_ball_opens_doors = 1 1_ball_opens_bridges = 1 f32_ball_hit_momentum = 0.1 # zombie 1_ball_climb_walls = 0 1_ball_climb_ceiling = 1 1_ball_collides_with_team = 0 # movement $movement_factory = zombie_movement f32_movement_airacc = 0.1 f32_movement_groundacc = 0.5 f32_movement_actionacc = 0.01 f32_movement_ladderacc = 0.5 f32_movement_jumpacc1 = 0.95 f32_movement_jumpacc2 = 0.35 f32_movement_jumpactiondec = 0.69 f32_movement_groundslide = 0.5 u16_movement_jump2start = 3 # weapon $weapon_factory = zombie_bite f32_attack_power = 0.5 # hearts f32_attack_radius = 1.2 # percentage of actor radius u8_hitter_type = 10 @u8_destructible_blocks = 128; 143; # pairs of ranges x-y ; 0 - all destructible 196; 203; # 0 - destroy always; 1 - destroy when stuck; 2 - destroy when angry u8_destruction_style = 1 u8_destruction_power = 1 # brain $brain_factory = zombie_brain u8_visible_distance_tiles = 22 u8_attack_init_distance_tiles = 4 u16_stuck_tolerance = 100 # the lower he value the faster it acknowledges being stuck; 30 = second u8_path_search_style = 0 #zombie u8_anger_tolerance = 5 $attachment_factory = # general $name = bison f32_health = 1.5 f32 gib_health = 0.0 f32 heal_amount = 0.0 f32_stun_health = -10.0 Can you tell me what is wrong?
I don't understand how to add more classes to sandbox? I got the tent in but not the classes .. HELP!?
At the top of the gamemod, it will say something like teams= XXXXX you put what ever teams in IE: Rules/Swordfight/team1.cfg; Then in the team1.cfg file in whatever file, edit the classes </br>--- merged: Jul 24, 2012 6:26 AM ---</br> You probably change too much of the actions. Sometimes, attack movements are exclusive to a mob
Change $sprite_factory = zombie_sprite to $sprite_factory = zombieknight_sprite (Don't worry it'll still be a bison.) Then scroll down to u16_attack_hit_frame = 6 and change it to 7. Also I noticed your bisons ball width and height are too small. Change that to f32_ball_width = 24.0 32_ball_height = 24.032_ball_radius = 12.0 It should work now.
I tried this and they still do not attack. I Spawned them the same way zombies are spawned and I can make them spawn in a zombie map automatically but they do not attack. Here is ZombieDirector.cfg: Spoiler: ZombieDirector.cfg # Zombie Director config file # $ string # @ array # sprite $sprite_factory = $ball_factory = $movement_factory = $weapon_factory = # brain $brain_factory = director_brain u8_visible_distance_tiles = 0 u8_attack_init_distance_tiles = 0 u16_stuck_tolerance = 0 u8_path_search_style = 1 $attachment_factory = # general $name = director f32_health = 0.25 f32 gib_health = 0.0 s32_difficulty = 20 # starting difficulty s32_difficulty_increase_per_day = 40 s32_difficulty_increase_boss = 25 s32_difficulty_on_breach_dungeon = 17 s32_max_zombies_spawned = 10000 # time = 0 - midnight - 255 midnight (default 39-213) u8_zombie_time_start = 10 u8_zombie_time_end = 213 @$_entitys = Entities/Actors/Zombie.cfg, 2; Entities/Actors/Bison.cfg, 10; Entities/Actors/Skeleton.cfg, 1; Entities/Actors/Wraith.cfg, 15; Entities/Actors/ZombieKnight.cfg, 40; Entities/Actors/Greg.cfg, 26; I did the changes you said and it looks the same just it has bigger physical area. The problem i am having is getting it to attack! Can someone show me their cfg for how they made a bison/zombie arm/zombie chicken work? Thx Also, They move towards you just like skeletons and zombies, but they cant damage you.