I don't want to keep porting the code if it's not used, so post in this thread if you are making a level that uses this mod or if you just want to try it out, then I will port it to a138 if someone needs it.
You can enable experimental footprints. It should work in Desert Outpost level. Just open aschar.as and uncomment these lines in HandleAnimationMaterialEvent: //this_mo.MaterialDecalAtBone("step", "left_leg"); //this_mo.MaterialDecalAtBone("step", "right_leg");
Ported to a136, no new changes. I played around with materials that change levels (soon we can make campaigns, yay :)), but I found it too unstable. You can't get into play mode, some objects are glitched and all the characters appear as pulsing inside-out cubes with character textures (it's really ...
Finally I can try running around in the awesome classic maps! Thank you!
The folder "Data\Textures\skyes" is mispelled in Foothold.rar and kohlbrinia.rar. It should be "Data\Textures\skies"
Ported to a135, no new changes. Download aschar.as patch (first post download also updated) http://dl.dropbox.com/u/1267706/llk/aschar.as EDIT: Brainbug: I don't think you can make items that are consumable, but you can make surfaces that will give you a temporary bonus (for example a higher jump) f...
Made the enemies save their state when you stand on a checkpoint! If they were alive when you touched the checkpoint, they will respawn with full health to where they were when you touched the checkpoint. Download aschar.as patch (first post download also updated) http://dl.dropbox.com/u/1267706/llk...
I made a new mod/map that is set in the arena. You will have to defeat waves of enemies, but through some clever pooling there can be maximum of three ragdolls at the same time. Once you finish the level, you will be rewarded with a VIP spot in the audience and you can watch AIs battle. To install j...