Hi, I have started on M&B:WB modding a few days ago, and there is already something that I really want an answer on to be able to understand what to do.
I understand the basics, which is presented very nicely in "The Ultimate Introduction to Modding" by Lumos, just to let you know this much, so you are not mislead by my question.
I understand how the different values from the python files are converted into the text files that one can find in the module folder you compile into with the Modsys, and examining the results of different changes is also not a difficulty for me.
Now, here comes the part where I try to explain, what I really want to know:
1. You have for an example a flag "tf_guarantee_ranged"
2. The flag is turned into a number value
3. The game engine can translate this into a meaningful functionality
(I am not asking for the "tf_guarantee_polearm" tutorial, just FYI.)
Now, I would like to know HOW the engine makes sense of these numbers, as this can become very useful information later, as it might be useful for adding functionalities to your module and actually understand the very essence of what you just did.
I imagine some kind of interpretation of the values, when the game loads it up, otherwise I can not see how a new flag is declarable.
Thank you in advance for any help or thought provided around the subject.
Captain Lannigan said:
1. Can you tell me the best stats for an elephant to be as realistic as possible (speed, charge, body armor, etc.)
2. Can I make the elephant bigger?
I can not tell you which stats would be good for an elephant, specially since I do not know what to compare it to.
I can tell you about the size though:
open it up in a 3D modelling program and resize the model, and make sure it still have the right offsets and whatnot of the technical things and reinsert the model in your mod. (remember to save a backup of the elephant model)