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[SM]problems that i need help with

Started by Retroo, April 14, 2014, 03:54:24 PM

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Quietus

I had a quick look, but couldn't see anyway of changing them.  There's nothing in SMILE, and nothing in the .ini file.

Retroo

yes and one of the hot keys are = and that dont working becuse then it just draws 0 on the screen

Quietus

The = works fine for me.  If you've right-clicked a block, for example a bomb block, you can hover over a different looking tile, and press =, and it will only apply the bomb block property, and won't overwrite the actual tile. :^_^:

Retroo

its dont working for me i right click on a bomb then hover over a air block and press shift+0  but it just draws 0 on the screen  :pwuh:

Quietus

Now you're confusing me.  You were asking about the = key, which I've explained.  Now you're asking about the shift key and numbers?  The numbers are working correctly.  They allow you to quickly type in BTS values over a tile.  As for shift, I am unsure.  It talks about splitting the ship, which I know you can do with a right-click.  Why you're pressing Shift+0, I don't know.

Retroo

you make a = by holding shift and 0. or is it any other way to make a =?

Mon732

Which keyboard are you using Retroknuckles? Smile's hotkeys were made with a US english keyboard.

[spoiler=For Reference][/spoiler]
Compare where the equals key is on that image with your keyboard and try the key that is in that place, for me I have to do shift + 3 for hash in smile even though I'm using a british english keyboard (shift + 3 is the pound sign £ for me).

Retroo

ahh thats must be it im using a swedish one

Retroo

now it works i just pressed that button where the = should have been if i had a US keyboard i press ´ and it works thank you!  :^_^:

Retroo

so if i change a scroll plm to a door or item do i need to change the low numbers? (index)

Smiley

Yes. You want items and doors to have unique indexes.
Also set the high to 00. (80 will make them respawn)

Retroo

to be sure normaly without change anything all sort of plm have different low number? :pwuh:

Quietus

The best thing to do if you're unsure abnout PLMs is to read the text in the big, yellow box at the bottom.  When you select a PLM, the box will give you information on what you can use for both the High and Low values.  Some are unique for each PLM, and some are not.  Some achieve a different result depending on what value you enter.

Retroo

Sorry for my english you dont seem to understand me.

Smiley

Let's get this straight now.

All items and all doors should have unique indexes, or LOW values. Items and doors can share the same index though, so you can give an index of 00 to both an item and a door, and they won't interfere with each other. Set the HIGH of all items and non-gray doors to 00. For gray doors, just check the info in the PLM editor.

All other PLMs usually have a HIGH of 80 and a LOW of 00. Usually. Again, check the info in the PLM editor.

Open PLM editor. There's a big yellow box that has all the information you need regarding the HIGH/LOW values. Learn to read and you no longer need to ask the same questions about the same thing.

In case you don't know what info people are talking about, here are some examples (all are copied straight from SMILE's PLM editor):
[spoiler]C88A (Pink Door Shell)
[High] = 00/80 for normal/returning
[Low] = Index of door shell.

So what does this mean? High determines if the door respawns after it has been opened. Low is simply the door's index, so the game knows which doors have been opened.[/spoiler]
[spoiler]EED7 (Item)
[High] = 00/80 for normal/returning
[Low] = Index of the item.

So what does this mean? High determines if the item respawns after it has been collected. This means you always want high to be 00. Low is simply the item's index, so the game knows which items have been collected.[/spoiler]
[spoiler]C836 (Gate Control)
[High] = 00
[Low] Type of gate.
     00 = blue left
     02 = blue right
     04 = pink left
     06 = pink right
     08 = green left
     0A = green right

So what does this mean? This PLM is the switch used to open gates. High should always be 00, period. Low determines what type of gate it is (such as the famous Green Gate), and it is really freaking obvious what values you can use.[/spoiler]

In case I didn't make myself clear, reading the info in the PLM editor is a really good idea.

Now if you'll excuse me...

Retroo

im stupid
i know about the high one..
so if i change one of theese
[spoiler][/spoiler]

to one of theese (or item)
[spoiler][/spoiler]
should i change the low one i know thats index
[spoiler][/spoiler]
yes or no?  :^_^:

Mettyk25jigsaw

You can change the scroll PLM previously of a high/low as AA/75 to a door cap or item as a high/low as 00/75, however you have to keep in mind that each other door cap and item has to have a low that is different to 75 otherwise if an item or door cap has the same Low as another when one is opened/collected, the other will disappear as if it never existed and you will not be able to have the other in game anymore (once you transition through a door).
However keep a note of 4 things---1. You can actually have a low as 75 repeated once, but the high will have to be different, example---door cap 1 = high as 00--low as 75 and then door cap 2 = high as 01--low as 75, this is fine------00/75 & 00/75 and then 01/75 & 01/75 = this is NOT fine.
                                                   2. Door caps are separate to items--explanation = You can have a door cap as 00/75 and an item as 00/75 without any effect to the other once opened/collected.
                                                   3. Both items and door caps can have highs of 00 and 01, therefore giving you 512 available item slots and 512 available door cap slots...
                                                   4. If you want more than 512, you actually can, but you would have to use JAM's 'Supermap' patch, and then you can have 4 times as much, as you can use highs for both caps and items ranging from 00 up to 07...

FullOfFail

I'm not good with the technical stuff, but I made this list and I think it'll come in handy for you too. Basically, just list the low index of the door [and room], when you make it.

https://dl.dropboxusercontent.com/u/68301023/MMX%20Stuffs/clean%20door%20plm%20list.txt

Here's another I made for the items. Again, it's recommended you list the room beside the item name, so you can always easily change things.

https://dl.dropboxusercontent.com/u/68301023/MMX%20Stuffs/clean%20item%20plm%20list.txt

Retroo

fulloffail you mean everytime i use one of theese numbers(index) on a door [spoiler][/spoiler] i should mark it? and the same on items but with the item list?  :^_^:

M1CR0H4CK3R

He means to 'mark' the Index in the .txt file with the Room ID. Example:

Retroo

thank you both i will give you credits for this in my hack fulloffail! =)

Retroo

thanks again but what do you mean by this? [spoiler][/spoiler]

Smiley

Those are just the item totals; 46 missile tanks, which means a total of 230 missiles, and so on. It's useful to keep track of them too.

Retroo

 so i just downloaded a patch (Event PLM) by squishy_ichigo its an plm when you touch it an event will happen you choose wich event by the low number on the plm so is there anyway  to know which low number do which event?

Smiley

It sets the event bit determined by the low value. Simple as that.