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Author Topic: Mamita's VtMB modding guidebook  (Read 115 times)

Offline Mamita

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Mamita's VtMB modding guidebook
« on: November 27, 2019, 05:34:29 PM »
Hi. As we all know, learning to be a VtMB modder is a bumpy road, mostly due to few actual guides that cover most newbie questions.
So in this post I'm going to start randomly putting down the little things I've learned over my 4 years of modding this game. If you have a question, feel free to ask and I'll try and tackle your problem. Your solution will also be incorporated into this main post.
I'll divvy this up into sections based on area.


Scripting:

My script won't fire! It just says 'not defined'!
This is probably due to a misspelling earlier in the Python file, which can screw up every single script after it. Start firing scripts starting from the halfway point in the particular file you're using, then if those scripts don't work keep going back half the distance until the start of the text file. This way you can quickly home in on the offending script.

P.S: Any suggestions on how to make this less confusing would be appreciated!

Offline Avadonica

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Re: Mamita's VtMB modding guidebook
« Reply #1 on: November 27, 2019, 07:21:51 PM »
Hello! =)
I hope you don't mind if I'm leave a link here on the subject of maps?! (There are just some answers to some questions that had have plagued me, maybe someone will be interested...)
https://forums.planetvampire.com/bloodlines-modding/looking-for-information-on-creating-maps-in-bloodlines/

And thank you for creating such a wonderful theme for a questions of the modding =)
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If you'll don't like this idea, then I'll delete this post...

Offline Norrwin

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Re: Mamita's VtMB modding guidebook
« Reply #2 on: December 05, 2019, 03:33:44 PM »
I do have a few questions.

First is about infodecals. I have some unnamed infodecals that exist on a map and I want to make them visible and hide them using code. Being unnamed they exist forever and adding a targetname makes them disappear forever.

According to the Valve Developer Community Wiki "The main advantage of decals is their ability to be enabled and disabled via inputs."  (https://developer.valvesoftware.com/wiki/Hammer_Decal_Tool). and "If a decal entity has a name it will appear when used (i.e. blank input) or on receiving the activate input, instead of when the map starts. The entity then disappears." (https://developer.valvesoftware.com/wiki/Decals).

The infodecal page says "Inputs: Activate (Force the decal to apply itself to the world.)" (https://developer.valvesoftware.com/wiki/Infodecal).

What does the entity look like in VPK map editor to get them to enable and disable?

Second is an already asked and unanswered question from this forum (https://forums.planetvampire.com/bloodlines-modding/clandoc000-txt-edits-and-missing-hud-inventory-icons-for-armor/). I still would like to know how to make hud inventory image icons to appear if "Name" is changed in clandoc000.txt. I would also like to know what the three fields actually do: 1. TemplateName, 2. Name, and 3 Clan.

Third when you make map changes what is the best/most common way to test the maps as the changes only show up for me if the map has never been entered in a save so I end up going back and redoing content just to test a change in a map endlessly. Is there a way to force the map to update to the changes without going back?