zappenduster on 28/1/2024 at 13:37
Co-working for a FM of somebody else I discovered that pagans and Mr. Ramirez don't snore. So I added the following lines to the corresponding Alert0 sections ...
Quote Posted by "PAGAN.SCH"
//PAGAN MAN - BROADCASTS
//----------------------------------------------------
schema pg1a0sn //SLEEPING
archetype AI_NONE
volume -500
mono_loop 2000 3000
ex1a0sn1 ex1a0sn2 ex1a0sn3 ex1a0sn4 ex1a0sn5 ex1a0sn6
schema_voice vpaganman 1 sleeping
//----------------------------------------------------
... and ...
Quote Posted by "RAMIREZ.SCH"
//RAMIREZ
//----------------------------------------------------
schema rmza0sn //SLEEPING
archetype AI_NONE
volume -500
mono_loop 2000 3000
mc4a0sn1 mc4a0sn2 mc4a0sn3 mc4a0sn4
schema_voice vRamirez 1 sleeping
//----------------------------------------------------
Better than being mute, besides the snoring is not voice specific.
So I reloaded the .SCH files and saved these additions to the .COW respectively the gamesys file. :)
R Soul on 6/7/2025 at 16:15
I'm aware that the above is over 1 year old...
May be good to have a thread called useful changes to your schemas :D
------------------------------------------
Something I like to have is HackLights with a yellow colour to match the lit window textures in the City family
Here's another block of code that can be pasted into a DML file which will create some archetypes under the existing 3 types of HackLights:
Code:
DML1
CreateArch "AnimLightPoint" "AnimLightYellow"
{
// Renderer->LightColor
+ObjProp "LightColor"
{
"hue" 0.13
"saturation" 0.64
}
// Renderer->Anim Light
+ObjProp "AnimLight"
{
"Mode" "random but coherent"
"millisecs to brighten" 63
"millisecs to dim" 63
"max brightness" 50.00
"min brightness" 35.00
"radius (0 for infinite)" 20.00
"inner radius (0 for none)" 0.00
"quad lit" FALSE
"offset from object" 0.00, 0.00, 0.00
"currently rising?" FALSE
"current countdown" 0
"inactive" FALSE
"Dynamic Light" FALSE
}
}
CreateArch "SpotLightPoint" "SpotLightYellow"
{
// Renderer->LightColor
+ObjProp "LightColor"
{
"hue" 0.13
"saturation" 0.64
}
}
CreateArch "OmniLightPoint" "OmniLightYellow"
{
// Renderer->LightColor
+ObjProp "LightColor"
{
"hue" 0.13
"saturation" 0.64
}
}
Or you could just set those things yourself, or combine them with the full DML file a few posts above (only one lot of "DML1" code is needed), but I think it's best to keep changes and additions as separate files.
bassoferrol on 27/7/2025 at 18:13
Does this apply to both T1 and T2?
Works with TFix and versions modified like for example AM16 or Vodoo64?
R Soul on 27/7/2025 at 21:24
It'll mostly work with T1 but it will probably refer to some archetypes that do not exist. I think the DML loading code will just report an error for those ones and move on to the next block of code.
As for the TFix question, I'm not entirely sure what you mean.
bassoferrol on 27/7/2025 at 22:04
Neither do I.
Forget that.
voodoo47 on 28/7/2025 at 07:36
you definitely can load additional dmls on top of anything. missing archetypes will produce a warning but the dml will continue to be loaded, but watch out, a syntax error will stop the dml dead, and anything below it will not load.
add dbmod_log 10 to any cfg (cam_ext would be a good place), then run the game with the dml in a valid modpath, exit the game, inspect the freshly created dbmod.log for warnings and errors. if there are none, you should be good to go.
john9818a on 30/7/2025 at 12:18
Whenever I use nobles in my missions, I have to change the carrybody images since they are not correct. This would be a good change to the gamesys although it's not necessary.
zappenduster on 5/8/2025 at 07:32
Quote Posted by R Soul
May be good to have a thread called useful changes to your schemas :D
Maybe ... but finally all changes or additions in the schema files will affect the gamesys file. ;)
I posted some other changes (
https://www.ttlg.com/forums/showthread.php?t=141647&p=2272975&highlight=schema#post2272975) here, I'm not sure if they have alredy been integrated in the latest ND updates, sometimes I have the feeling that some AIs babble some phrases which they didn't in the OMs when the game was released.