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Main - Archived forums - General SMG hacking - Really Stupid Question about l_Id's New reply


JACOBSMILE
Posted on 08-16-14 07:37 PM Link | #46750
Hey, I'm fairly new to creating Custom SMG2 levels and such, and I am trying to link up killing 6 Hammer Bros. to a Extermination Switch. The Extermination Switch needs to have the l_Id the same as the enemies GeneratorID but on Whitehole v1.2 and v1.3 I can't seem to find the l_Id setting for the Extermination Switch. Am I Missing something or am I just blind?

I know you can use Anarchy to change the l_Id but once you save it with Anarchy, you can't reopen the level with Whitehole. (Found that out the hard way...)

Thanks for the help!

Splitwirez
Posted on 08-16-14 07:45 PM Link | #46751
Posted by JACOBSMILE
Hey, I'm fairly new to creating Custom SMG2 levels and such, and I am trying to link up killing 6 Hammer Bros. to a Extermination Switch. The Extermination Switch needs to have the l_Id the same as the enemies GeneratorID but on Whitehole v1.2 and v1.3 I can't seem to find the l_Id setting for the Extermination Switch. Am I Missing something or am I just blind?

I know you can use Anarchy to change the l_Id but once you save it with Anarchy, you can't reopen the level with Whitehole. (Found that out the hard way...)

Thanks for the help!

You're not blind. Everyone stumbles here. In Whitehole, it's called the Object_ID...Or Obj_ID - I don't remember for sure. Same value, different label. I know, confusing. Don't feel bad, almost everyone gets tripped up by that. Also, there IS a way to make Anarchy-edited levels Whitehole compliant, but it needs to be repeated after every Anarchy edit, and IDK what it is.

PaperplateismGuy
Posted on 08-16-14 07:46 PM Link | #46752
I know this doesn't answer your question, but if you use whitehole 1.1, It can open files saved with anarchy, well, it worked for me.

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



JACOBSMILE
Posted on 08-16-14 07:47 PM Link | #46753
Posted by Splitwirez
Posted by JACOBSMILE
Hey, I'm fairly new to creating Custom SMG2 levels and such, and I am trying to link up killing 6 Hammer Bros. to a Extermination Switch. The Extermination Switch needs to have the l_Id the same as the enemies GeneratorID but on Whitehole v1.2 and v1.3 I can't seem to find the l_Id setting for the Extermination Switch. Am I Missing something or am I just blind?

I know you can use Anarchy to change the l_Id but once you save it with Anarchy, you can't reopen the level with Whitehole. (Found that out the hard way...)

Thanks for the help!

You're not blind. Everyone stumbles here. In Whitehole, it's called the Object_ID...Or Obj_ID - I don't remember for sure. Same value, different label. I know, confusing. Don't feel bad, almost everyone gets tripped up by that. Also, there IS a way to make Anarchy-edited levels Whitehole compliant, but it needs to be repeated after every Anarchy edit, and IDK what it is.


Thank you!

Splitwirez
Posted on 08-16-14 07:58 PM Link | #46754
Posted by JACOBSMILE
Posted by Splitwirez
Posted by JACOBSMILE
Hey, I'm fairly new to creating Custom SMG2 levels and such, and I am trying to link up killing 6 Hammer Bros. to a Extermination Switch. The Extermination Switch needs to have the l_Id the same as the enemies GeneratorID but on Whitehole v1.2 and v1.3 I can't seem to find the l_Id setting for the Extermination Switch. Am I Missing something or am I just blind?

I know you can use Anarchy to change the l_Id but once you save it with Anarchy, you can't reopen the level with Whitehole. (Found that out the hard way...)

Thanks for the help!

You're not blind. Everyone stumbles here. In Whitehole, it's called the Object_ID...Or Obj_ID - I don't remember for sure. Same value, different label. I know, confusing. Don't feel bad, almost everyone gets tripped up by that. Also, there IS a way to make Anarchy-edited levels Whitehole compliant, but it needs to be repeated after every Anarchy edit, and IDK what it is.


Thank you!

No problem. Just don't beat yourself up over this, and please rename the thread to 'Perfectly Sensible Question about l_ID's" or something like that.

JACOBSMILE
Posted on 08-16-14 08:25 PM (rev. 2 of 08-16-14 08:26 PM) Link | #46756
Well, little update here: I tried using the "Object ID" the same as the "GeneratorID" of the Hammer Bros, nothing happen when I killed them in the game. I tried setting the "Obj_ID" to the number and when I test the level, the game freezes when selecting the star. Do I have to set both?

PaperplateismGuy
Posted on 08-16-14 08:33 PM Link | #46758
Sorry this doesn't answer your question again, but If you need to, check it against other galaxies that have the same thing you're trying to do.

____________________
Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



NWPlayer123
Posted on 08-16-14 11:36 PM (rev. 3 of 08-16-14 11:36 PM) Link | #46765
Here's a brief explanation: nobody knows what l_ids really do, but for whatever reason, if you're lazy and leave it blank/the same for every object the map tends to have issues(IE crashing). In Whitehole it's the Object ID, in Anarchy it's l_id. Also, Whitehole v1.1.2 is your friend. It's by far the most stable version. The Object Database is also your friend.

For an ExterminationSwitch, make the SW_A the same as the SW_APPEAR of the object you're having appear(launch star, key, whatever). Then do like you were doing and have the generatorID of the enemies be the l_id/Object ID of the ExterminationSwitch.

As for getting a file in anarchy to work in whitehole, anarchy's compression (IE yaz0) is messed up, so you have to run the file through yaz0dec and then it'll work. You just drag the arc onto the exe, delete the original arc, and rename the 0.rarc it creates to the original file (IE RedBlueExGalaxyMap.arc 0.rarc > RedBlueExGalaxyMap.arc).

____________________
"I hate playing musical chats" ~ Quote of the month

JACOBSMILE
Posted on 08-17-14 12:53 AM Link | #46766
Thanks so much.

One more question, it doesn't really relate with the topic anymore but I really don't want to create another thread. I am using the Blank Flipswap Template map and it doesn't apparantly have a proper death-area on the bottom of the map, therefore Mario falls for a good 10 seconds before he properly dies, even then its a bit glitchy. But as a result of this the Hammer Bros. don't properly die or something happens, and it doesn't trigger their death and the Launch star doesn't appear, and I waited a good 2 minutes, nothing. So what do I do to fix that?

NWPlayer123
Posted on 08-17-14 01:39 AM Link | #46767
Add it back in, using the original Flip Swap as a guide :P
You'll want to do it in anarchy, but open up the template, open up AreaObjInfo for the layer you're adding it to (I suggest common), and a new entry for a DeathArea.
Then open up Whitehole and add any object, doesn't matter, and place it at a rough area where it's below the entire level. Then copy the y coordinate to the DeathArea, and adjust the x and z coords if you want, and then change the x and z scale to something giant, I'd say like 50 or 75, so it covers the whole level(you might be able to visualize it in whitehole, I don't know since nobody knows the exact dimensions of an area with a normal scale(IE 1)). Then give it an areashapeno(I suggest 0 since that's just a plain ol' cube/box.

____________________
"I hate playing musical chats" ~ Quote of the month

JACOBSMILE
Posted on 08-17-14 12:32 PM Link | #46787
Thank you so much! It worked!

shibboleet
Posted on 08-17-14 06:22 PM Link | #46816
For future reference, try to make the Y scale 0.1 if the level is just a flat level.

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Main - Archived forums - General SMG hacking - Really Stupid Question about l_Id's New reply

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