Author Topic: Point me in the right direction...  (Read 840 times)

Legacy_Rolo Kipp

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Point me in the right direction...
« Reply #15 on: April 01, 2012, 04:19:36 pm »


               <polite little...>

Lightfoot8 wrote...
When the game reads the 2da, It reads the first line in as line 0,  the second line in as line 2, ect...  If the line number on the 5 line is 10,  it does not matter to the game,  It is the 6th line therefore it will be given an index value of  5,           

the second line as line 1, etc...

=)

<...cough>
               
               

               


                     Modifié par Rolo Kipp, 01 avril 2012 - 03:19 .
                     
                  


            

Legacy_Lightfoot8

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« Reply #16 on: April 01, 2012, 04:44:56 pm »


               OOps.
               
               

               
            

Legacy_Leurnid

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« Reply #17 on: April 01, 2012, 11:10:50 pm »


               

Lightfoot8 wrote...

Leurnid wrote...

It was the first number... so I wasted time messing with that? I wasn't going to worry about it, but I read that Project Q had reserved values up to x for different 2da's, and the editor I was using had an option to 'pad to x' so I did so.


Ok, let me explain this a little better.   That first number in the row is there so that the Human editing the line Knows what line it is.  Informating in the 2da needs to be on the correct line.   Padding is adding unused lines normaly with a **** for all the entries, on that line, to reserve space in the 2da without just using the next line in the file. 

The first number represents a way for a human reading the 2da to know what line number it is, if the number is incorrect,  a human reading the file in a text editor, could program other things incorrectly based on the misinformation. 

When the game reads the 2da, It reads the first line in as line 0,  the second line in as line 2, ect...  If the line number on the 5 line is 10,  it does not matter to the game,  It is the 6th line therefore it will be given an index value of  5,           


Ok, So padding is purely a convenience to make updating my hak easier when project Q drops their next update?
               
               

               
            

Legacy_Leurnid

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« Reply #18 on: April 01, 2012, 11:13:44 pm »


               Oh, and regarding the pallete, I read someplace that if I export the blueprints as an .erf and rename it to a .hak, and put it above everything else, that will add the items to my pallete...  Assuming that is true, and knowing you will tell me if it isn't, that hak would be a 'builder' hak that does not need to be shared if/when I get that far, right?
               
               

               
            

Legacy_Lightfoot8

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« Reply #19 on: April 02, 2012, 12:56:39 am »


               Sounds right,  The ERF will have a Info file it it used for inporting that the Hak will not need.  But a Hak file is nothing more then an ERF file.   Fot that matter the module is nothing more then an ERF file also.  

If you use it as a building Hak, You will need to remove it before distributing your module or placing it online.   If you do not remove it from the module CC list, you will have to distrubite it also.    The main draw back in removing it is that tou will not be able to use any of the blueprints in stores, encounters, Scripts or anything else that needs access to the blueprints while the module is running.  You will be rescricted to just using the blueprints to paint instances into the module.   If you place any of the items from the removed hak into stores or encounters they will dissipear once you remove the building hak.  So only paint items onto the ground from the blueprints in that hak, Or into a container/Chest that does not create its items during the module load/item triggered method.