Aug 20, 2015 at 5:04 PM
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When I make an entity appear out of a null entity, ANP won't work for some reason. Is there any way to make it work?
 
Aug 20, 2015 at 8:56 PM
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When I make an entity appear out of a null entity, ANP won't work for some reason. Is there any way to make it work?
What do you mean "make an entity appear out of a null entity"? Are you setting an entity 0 on the map and using <CNP on it, or spawning one with <SNP ?
 
Aug 21, 2015 at 2:25 AM
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What ConConZilla said is what I meant. Didn't realize there was SNP... I'll try that out.
 
Aug 21, 2015 at 3:34 AM
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snp is terrible and very limited, you won't be able to use <ANP or <CNP with it because there's no way to generate an event number for the entity afaik
 
Aug 21, 2015 at 2:42 PM
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So there's no way to use CNP with ANP?
 
Aug 21, 2015 at 7:08 PM
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PhantopCS said:
So there's no way to use CNP with ANP?
you use the same event id with cnp as you do anp
 
Aug 21, 2015 at 7:51 PM
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When I import a ORG I made once into a new mod I'm making, it doesn't want to play, and just does nothing(I have replaced the ACCESS org, so it doesn't play music when the related cutsenes happen).
Did I mess up something or do I have to do something else than just adding it that I'm forgetting?
 
Aug 21, 2015 at 7:57 PM
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Does the org you imported have the same file name as the file it's replacing? That's pretty important.
Also it has to have a specific drum set.
 
Aug 23, 2015 at 5:38 PM
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The file name doesn't have to be the same name as the directory, it'll have the same name regardless if you extract the new ORG from the mod. Are your percussion instruments in this order: bass01, snare01, hiclose, hiopen, tom01, per01/bass01, bass01, bass01
 
Aug 23, 2015 at 7:15 PM
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The file name doesn't have to be the same name as the directory, it'll have the same name regardless if you extract the new ORG from the mod. Are your percussion instruments in this order: bass01, snare01, hiclose, hiopen, tom01, per01/bass01, bass01, bass01
No, but for some reason, I managed to get it to work, but I have no idea how though...
 
Aug 23, 2015 at 8:05 PM
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What's your mod going to be about?
Also, even though it worked without those settings, I'm sure it will sound different in the game than it does in orgmaker. Just remember to set those instruments next time so the mod doesn't crash.
 
Aug 27, 2015 at 1:19 AM
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Are there any tools to change how long the booster V2.0 keeps going? Just one booster, not the other as well.
 
Aug 27, 2015 at 4:47 AM
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Are there any tools to change how long the booster V2.0 keeps going? Just one booster, not the other as well.
Ollydbg or a hex editor. (it's a minor asm hack)
 
Aug 27, 2015 at 4:54 AM
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Can you post a link to Ollydbg? I couldn't find it. And it has to edit one of the boosters at a time. Forgot to mention it.
 
Aug 27, 2015 at 10:03 PM
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I'm trying to animate the Quote npc with animation 10 to make him appear to fall. I am also trying to use this with the infinite mimiga hack. Nothing is working.
My script is basically:
<MIM0002
//other stuff
<MIM0001<ANP0202:0010:0000
 
Aug 27, 2015 at 10:08 PM
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Did you put in Zarrotsu's <MIM patch for NPCs 111, 112, and 150?

Edit: Well, really, for the fall animation, you need the patch for NPC150. NPCs 111 and 112 are for the teleporter animation.
 
Aug 27, 2015 at 10:48 PM
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I used Hina's boosters lab version of the hack but not the patch... whoops. Also, do I have to put the patch in line by line?
 
Aug 29, 2015 at 5:05 AM
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I want to make a sprint mechanic, when holding shift the speed of quote will go faster. Is there any way to do this?
the best answer I think can be offered to you other than learn asm is to change Qoute's default speed via carrot lords physics editor or the hackinator in boosters lab. it is possible to add in button functions in the game, but I don't think you can add more than 1 core speeds within the mod without some knowledge of asm
 
Aug 29, 2015 at 7:00 AM
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"shift" is in the registry already as an unused button, and there are two profiles for Physics (Normal and Water).

Perhaps there could be a way to have it check that if shift is down, it forces the player to become underwater. You'd have to NOP all the extra stuff like Air and the splash effect, and remove all the water in the mod (if you did another method, you'd have to have the speed increase in the water as well, it would be more work anyway).
Then you just make underwater physics actually function to make you faster rather than slower.

(I have little experience with ASM, but this contrived method seems possible).
 
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