#Shadow Gambit Modding - General Discussion and Questions
33 messages · Page 1 of 1 (latest)
To answer one question that has been asked a few times already:
Modding support will not come to consoles, sadly. There is no support ingame to upload or download mods from mod.io either for the same reason on PC. It was just not possible with the limited time and resources.
there will be a page on steam workshop?
I've just finished having a muck about in New Krucbury after watching the basics video. This is all fascinating, I'm going to have a fun time messing around with this for a while. I then went to Morrow's Reach so I could mess around with 8 pirates at once while messing with the map. This is going to take a fair bit of investment.
Really stupid question, how do you delete placed objects? Shift+Delete is only for enemies, right?
Same question as @abstract basin , how can I delete objects that I have placed by mistake?
So there is no undo abd there is no delete either?
I have not had a chance to play with it myself yet. I will try it out later today, but the fact that there is no undo has been covered in both the documentation and in the videos.
Similar to the pathing blocker, is there a vision blocker that will block vision, but not prevent pathing? Like an invisible bush.
Yes sadly there is no delete.
Not that I am aware of.
ok thank you
How can I assign a usable to a variable from a script? I am using val selectedusable :myval but I can't use that in the scene script
you would do that in the REPL
and then the variable is assigned and you can reference it in scopes in the miscript
the thing that might be a little weird at the start: the MiScript is never executed by itself. its not like a script that runs when you run the mod.
you need to manually trigger everything through scopes, injected stuff, usables etc.
when you want to "do" something during mdoding and have it executed, you always use the REPL
ah, so when I assign variables, those are saved in the save file, and I can reference them again after loading at a later time on a different computer?
I've confirmed for myself that this is true. Thanks
yes, all that stuff is saved in the savegame
is the editor compatible with shadow tactics and Desperados? The engine is the same
No
is there any way to get a reference to the player that triggered a usable from the associated scope?
or if a scope is injected into a character, to know which character the scope is attached to within the scope?
Hmm I don't think that's possible in modding, sadly.
ok. thanks again.
Depending on what exactly you want to do, you could work with states though.
That of course gets rather clunky and quite a bit of work when you have to make a state for every character for something. But for a specific thing with nice impact it could be worth it.
But for many cases that would also not work 😄 if you really need to know who uses it specifically
Yeah probably doesn't work
yes. thanks. I've been able to do a few cool things just with if and many states. It's not ideal but it works!
So I'm having a strange problem trying to get animations to work, or rather saving them.
I've been testing it out with this NPC looking out to sea. She has a telescope. When I click on her, she has the "look around" option by default and cannot be removed. I simply added the telescope animation, and wanted her to cycle between those two actions. However, the moment I add a second action; F5 no longer works for quick saving. The game tells me there was an error when saving.
I feel like I'm being really dense. Even when I set the telescope to forever (ie always doing that animation, the game won't let me save). The guy at the boat to her right doesn't have a "look around" animation; only the searching through crates task pre-built into him (which also cannot be deleted).