yes, three ways come to mind - the very low tech approach of tweq spawning them from nearby junk objects, then you can use NVCreateAndLink if NVscript is your thing, and you can also spawn them directly I believe, see NewDark docs.
Hey all!
Is it possible to add items via dml? For instance, would it be possible to add 2 health potions via dml to a specific coordinate?
Thanks!
yes, three ways come to mind - the very low tech approach of tweq spawning them from nearby junk objects, then you can use NVCreateAndLink if NVscript is your thing, and you can also spawn them directly I believe, see NewDark docs.
i would love a script to have shadowjack in any mission i want,a file i could just drop into a folder and it works would be amazing
yes.. sounds lovely indeed.
anyway;
Originally Posted by dbmod-sample.dml
how does it works i dont see anything in file that would be a item?
also how would one use it do i put in into a folder? named? and place it where?
i got no idea how to use a dml
you name it missname.mis.dml
this is an example of a full file
DML1
Create "FireCrystal"
{
+ObjProp "Position"
{
"Location" -124.724, 257.264, 169.324
"Heading" 0
"Pitch" 0
"Bank" 0
}
+ObjProp "Scripts"
{
"Script 0" "MyScript"
}
+ObjProp "StackCount"
{
"" 10
}
}
^way beyond my skill level,here is a idea have it already made ,people download and are told where to drop it in what folder
but thank you for effort
well yes, to create dmls, you will have to have at least some basic Dromed knowledge - you need to know the name of the object and where to place it, if nothing else.
This is a bit different question, but relates to changing stuff via dml. Some missions have these pitch black shadows that aren't affected by Gamma Setting (I call it eternal darkness). Most of the missions are short, but I'm thinking about huge mission called Heartcliff Islands. Eternal darkness make it very frustrating to play, because 75% of it is pitch black and lantern has super small range, so it's not very helpful. Is it possible to create one dml fix that would work for every mission using this kind of darkness?
dmls only work with objects, so that'd be a no. however, it would be possible to create a lantern mod that would add a player-carried lantern to any mission, I reckon.
Is it at least possible to increase range of lantern, so I will see bigger area? Or if it's not possible, then maybe add lots of flares.
this is a great post,makes me wish for a premade list of dml's that people can drop into fan missions to add to experience of a mission,like shadowjack,lanterns,dewdrop ofcourse as he should be in every single mission :P
and ofcourse grappling hook ,that sticks in to anything so we can climb everything in a mission to get amazing views![]()
After A few experiments, something is amiss with, for instance, our friendly Flashbombs.
Why on earth does is drop down (activate) when the game is started? if I load the dml via dromed, all is well!
I added PhysAttr and PhysControl but it still drops down!
Create "Flashbomb"
{
+ObjProp "Position"
{
"Location" 137.998, 113.434, 97.2635
"Heading" 0.00
"Pitch" 0.00
"Bank" 0.00
}
+ObjProp "StackCount"
{
"" 2
}
+ObjProp "PhysAttr"
{
"Gravity %" 0.00
"Mass" 0.00
"Density" 0.00
}
+ObjProp "PhysControl"
{
"Controls Active" Location, Rotation
}
}
yes, assigning physics attributes via dml may, or may not work, this is a known limitation.
Thanks Voodoo47.
Fixed it by removing PhysType (and two other just to make sure)
Create "Flashbomb"
{
-ObjProp "PhysAttr"
-ObjProp "PhysControl"
-ObjProp "PhysType"
+ObjProp "Position"
{
"Location" 615.82, 423.759, 469.031
"Heading" 0.00
"Pitch" 0.00
"Bank" 0.00
}
+ObjProp "StackCount"
{
"" 2
}
}