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Deathwatch

How many gizmo entities do I need to set up for the modifications? How do I know how many gizmos I will actually need?
 
You'll have to answer that - the answer will be based on what properties you need the gizmo to have in each case.

If all weapons need the same properties on their gizmos, then you can just use the same gizmo in all weapons.

Shadowrun uses the same gizmo for most gear, but certain categories of gear, like weapons and commlinks, each get their own special gizmo, since they need to have different properties than the gizmos on normal gear do.

I'd start with just one for all gear, and then separate it out later if you find you need different properties for certain categories of gear.
 
Mathias,

When I am working on the form for the modifications, is the form basically the "tab" that pops up when I hit customize on the weapon? Is the form where I will be defining my template and portals for displaying all the mods?
 
Ok cool, I'll give it a try and see if I can figure it all out. I think I understand what I have to do with it then.
 
Mathias,

I finally got to look at a timing report in chrome, they don't come up on my safari browser for some reason, and I am trying to figure out what this would be used for and how it can help me with my work. How do I use the timing report to find timing errors?
 
It's a list of every script in the game, sorted by phase & priority.

If there are errors, like you said that script A must come before script B, but they don't, those are listed near the top.
 
You mean this segment of the report?

Code:
<errors>
<depends name="Thing trInit: Eval Script #1" phase="Traits" priority="6000">
<before name="Component Derived: Derived trtFinal" phase="Traits" priority="6000"/>
</depends>
</errors>

Is this what its complaining about it when says there are timing problems?
 
Yep - you said that script must come before Derived trtFinal, but they're both at the same phase & priority, so it's warning you about that error.
 
Well, this does make it easier to pinpoint the error and fix it.
glad I figured out it was safari failing to show the report.
 
This isn't a high priority question, as I am going to take a crack at the gizmos for mods before doing this but I was wondering what your suggestion would be for handling critical damage in Deathwatch? Characters in 40K RP take damage to the Head, Body, Arms and Legs in combat and I was wondering what I should do for the purpose of tracking that damage in hero lab?
 
Mathias,

I've created the form and entity for modifications in the data, hero lab compiles fine. I am looking over your notes in a little more detail regarding gizmos, and I was wondering if you could elaborate on where the <child entity=""></child> code goes? When I clicked the link you provided to the hlwiki there was no information there so I thought I'd ask you myself on this one.

RavenX
 
This isn't a high priority question, as I am going to take a crack at the gizmos for mods before doing this but I was wondering what your suggestion would be for handling critical damage in Deathwatch? Characters in 40K RP take damage to the Head, Body, Arms and Legs in combat and I was wondering what I should do for the purpose of tracking that damage in hero lab?

Sounds like you probably want a set of damage location picks, each with their own fields to record damage. That way, if they add monster hit locations, you can have those vary from race to race.
 
Mathias,

I've created the form and entity for modifications in the data, hero lab compiles fine. I am looking over your notes in a little more detail regarding gizmos, and I was wondering if you could elaborate on where the <child entity=""></child> code goes? When I clicked the link you provided to the hlwiki there was no information there so I thought I'd ask you myself on this one.

RavenX

In the <thing>.
 
One more question on the <child> placement, as I have noticed things in hero lab are dependent on the order in which they appear, where should the <child> be placed?

I know that fields are defined first, then tags, then bootstraps. Where do the child entities fall into this?
 
I got the Modifications gizmo to pop up, but its giving me an error in testing,

"Attempt to use a 'headertitle' script within a table with no valid 'headerthing' for portal '_headerui'

I got the same error for additem
Am I supposed to set up the table_dynamic in a different way for the gizmo?
 
Ok, so you're saying I need

Code:
 addpick="HelperTag"

I had set up an addpick="Simple" but its giving me that error and showing the ????
 
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