Is the manual like a wiki page can anyone update it? Now I am trying to finish my DD mod I am using it very often and would like to update any inconsistencies.
Syntax: video [value] {X}x{Y} = Custom
Based on DC's explanation here http://www.chronocrash.com/forum/index.php?topic=2022.msg52063#msg52063load {name} {bi}
*~Used to load a model whose name is {name} in current level.
*~{bi} determines if model stays in memory or not after current level ends.
**0 = Nothing. The model is left alone (IOW, remains loaded) and loop moves on. This is the default action.
**1 = Unload model only. The model is unloaded, but the sprites are not. Pretty pointless unless the model has a lot of script attached to it.
**2 = Unload sprites only. The mode remains loaded, but its sprites are removed from memory.
**3 = You'll notice there there is no third option, but because bitwise logic is in play, 3 effectively means "1 and 2" - model and sprites are unloaded.
*~This command is for loading weapons models or other entities which shouldn't be loaded until this command is executed. It's useful for memory usage control.
*~Don't forget to load {name} with 'know' in models.txt!
*~Like other level objects, this command must be followed by 'at' (see above) and also counted by 'group'.
Do it works for NPC too? I never tried it.GET {players, enemies}
*~Optional.
*~Played when the character picks up an item.
colourdepth {int}bit
~ DEPRECIATED. All modules are displayed with a 32bit color screen
~This command is for activating true color mode.
~Accepted values for {int}bit are 8bit, 16bit and 32bit. Yes, 'bit' must be typed too.
~It's 'colour' not 'color'.
If you are receiving an error "Invalid animation name line xxx" , you need to rise the value of the max animations you use for each type. For example, if you have MAXFOLLOWS 4 and try to use FOLLOW10, you will receive that error and you need to change the MAXFOLLOWS to 10. No need to change the others if you aren't using more animations than the max value.
**2 = Unload sprites only. The mode remains loaded
O Ilusionista said:magggas since you are more experienced with weapons, can you confirm if this is true?
http://www.chronocrash.com/forum/index.php?topic=1895.msg59226#msg59226
Yeah, that was a typo from the original post. I will fix that.maxman said:**2 = Unload sprites only. The mode remains loaded
That's model, right?
Damon Caskey said:Yes, NPCs can use GET. They'll pick up health items and any weapons they're able to use.
NPCs use the same AI routine as enemy types. Generally if an enemy can do something, NPC can too.
DC
Also if you use "load path/to/model.txt 3" option then when the enemy is unloaded even if they are defined in the next level it will not load the model and the engine will crash.
msmalik681 said:If you use "load bob 3" then the engine will crash if you try to load stage 3 again for example if you reset the game after game over.