Author Topic: OBLIGE V7 mods and mod discussion  (Read 1546 times)

andrewj

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Re: OBLIGE V7 mods and mod discussion
« Reply #15 on: December 15, 2016, 04:39:07 AM »
Glad it worked :)

I plan a way to randomize X/Y offsets of things in a prefab.

In the meantime, one way is to offset the thing by 32 units east and 10 units north of the origin (or so), and because prefabs get a random direction it will mean less chance of lining up.

Alternatively, make a few variations in the same wad file.

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #16 on: December 16, 2016, 10:42:12 PM »
Some extra screens of some further edits, namely with prefab stuff.

I'll post an updated version soon.

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #17 on: May 23, 2017, 12:46:08 PM »
Is there some way to maximize enemy usage in monster closets and traps? Sometimes there's 1-2 in the closets. If so, what file and section of it would I tweak things?

Got my answer for this in another thread.
« Last Edit: June 24, 2017, 09:14:16 AM by Glaice »

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #18 on: June 24, 2017, 09:13:39 AM »
Any way to tell Oblige to NOT use any monsters in secret areas?

andrewj

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Re: OBLIGE V7 mods and mod discussion
« Reply #19 on: June 24, 2017, 10:01:44 PM »
Any way to tell Oblige to NOT use any monsters in secret areas?
I already explained it:

http://oblige.sourceforge.net/forum/index.php?topic=456.msg4871#msg4871

Glaice

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Re: OBLIGE V7 mods and mod discussion
« Reply #20 on: June 24, 2017, 11:07:13 PM »
I must've overlooked it, oops!