infinite sprint, and hero file questions

Started by seraglio, January 05, 2011, 02:12:37 AM

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seraglio

I'm a long time FF player starting to play FFvTR a little and I'm getting frustrated. I cant seem to fine tune heros the way I could in FF.

One of the simple things I'm trying to do now is create an infinite range sprint. The hero editors I have wont hold the values when I change them, I think since Mr Brdo's and Mic's FFHE are designed for FF. Alex hero editor doesn't let you do anything fancy.

I created sprint powers in powers.dat (FFedit) and even added entries into strings.dat (I think). Still I cant get the new powers to show up in game as selectable as a special. I don't recall having these problems in FF. What am I doing wrong or what have I forgotten?

seraglio

Wow no replies at all? I'm just about to fold on FFvTR again. Everytime I play it and try to do anything moderately complex I'm reminded that this sequel seems designed for casual gamers. Freedom Force just had a lot more meat to it.

hoss20

   Can you post a screenshot of your power in FFEDIT? I added a customized Speeding Bullet for some characters (Rhino, Bulldozer, etc.), since their charge is one of their main powers and wanted a charge that actually did some damage. I didn't have any problem with these new powers showing up as selectable in game.

BentonGrey

Sorry Seraglio, I'm afraid it's a busy time of year.  The one idea that pops into my head is an obvious one to me, so you've likely already done this, but make sure that you don't have "General: Not for Custom Use" selected in the list at the bottom of the power entry.  Other than that, I'm afraid I don't have anything helpful, since I've never attempted something like that. 
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seraglio



Thanks for the help but I copied all the parameters on the existing Sprint Zero Cost when making my infinite range sprint, and "General:Not for use as custom" was NOT selected.

I guess I'm trying to understand the relationship between the Powers tab in FFedit, strings.txt, and what I see in the in game editor. Do powers created in FFedit have to be added to strings.txt to show up. Is there another file in the process? If I posted a screenshot, what would you look for? What else might be wrong other than the "not for use as custom"  power flag?

seraglio

Oh and one more thing. I tried modifying the existing Bullet Sprint to have infinite range. I saved my changes and it showed that it saved to F:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffx3.

Not only did this not give me an infinite sprint, it seems to have reset the sprint to "short" range, its lower than it was before. Even stranger, when I delete sprint from the character and try to re-add it (hoping the changes stick) it's GONE. The act of modifying the range parameter in FFedit causes it to be unavailable in FFvTR! No more "sprint" power is selectable, its just gone. I didnt change the name or anything other than range.

Can anyone explain this behavior? Do I have my data paths correct? I understand FFX3 installs as a module, I have all my settings in FFedit pointing to the FFX3 directory as above. Is this correct? Why is it doing this?

Previsionary

Powers created in ffedit don't "need" a string.dat entry, but it helps to find the power more easily. Otherwise, they'll appear in the list, just without a description and such (see "Sprint zero cost").

That said, FFv3R has a min + max range in their systems this time around, and I do remember Stumpy talking about how this affected certain powers (like melees). I'm pretty sure IG was aware of how people abused those powers last time around and did something to halt it. Infinite range only works on power types like projectiles as far as I remember.
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