14 Feb 18 - Mod.fla template v0.98.3 (2 Viewers)

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

Hm, that's weird. Try this:
Code:
main.her.rightForeArmContainer.upperArm.foreArm.addChild(q3);
 

rufferto

Vivacious Visitor
Joined
Feb 17, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

Thanks for the help!

Now it kinda works, but only when the arms are on her or his legs.
With the arms behind the back the sleeves on the forearm disappear and when you switch back to arms on legs they crash.
Maybe a bug within the game or loader? The arms position tab always reads "On Legs" afterwards no matter what position you try.

Code looks like this now:
Code:
var q3 = new newforearmr();
	q3.x = 2;
	q3.y = 135;
	q3.rotation = 91;
	main.her.rightForeArmContainer.upperArm.foreArm.addChild(q3);
	  main.her.rightForeArmContainer.upperArm.foreArm.getChildIndex(main.her.rightForeArmContainer.upperArm.foreArm.hand);

	var q4 = new newforearml();
	q4.x = 2;
	q4.y = 135;
	q4.rotation = 91;
	main.her.leftArmContainer.upperArm.foreArm.addChild(q4);
	  main.her.leftArmContainer.upperArm.foreArm.getChildIndex(main.her.leftArmContainer.upperArm.foreArm.hand);
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

Faceless said:
Also, I think the arms actually use different objects when set to the back position, but I don't know Flash well enough to figure out what they are. Either way, this template generally will not like that arm setting. *shrugs*
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

Stickied.
Keep developing this, it's very useful for modders.
 

anonymous

Avid Affiliate
Joined
Feb 16, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

I thought about moving this into the Mod Imports section as a stickied topic.

How the shit did you sticky this topic??? I just went to finally look over your privileges and stickying topics is not a Modcock nor a Moderator privilege!
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

Anonymous said:
I thought about moving this into the Mod Imports section as a stickied topic.

How the shit did you sticky this topic??? I just went to finally look over your privileges and stickying topics is not a Modcock nor a Moderator privilege!

I can sticky things by either replying with "Sticky this topic" selected, or by using the drop down menu in a board.
 

tracer

Potential Patron
Joined
Mar 23, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

can I possibly get a cs3 version of this .fla and is it possible to make a mod that locks her arms into a certain position using this?
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

tracer said:
can I possibly get a cs3 version of this .fla

If anyone is interested this would require a copy of CS5.5 and CS4 AFAIK.
Downsave from CS5.5 to CS4 then downsave from CS4 to CS3.
Or you could just upgrade.

tracer said:
and is it possible to make a mod that locks her arms into a certain position using this?

You can disable the menu option to change her arms by removing eventListeners.
You'd still probably be able to use code (and dialogue?) to change them.
It would require a code rewrite.
I should probably look for a solution to that arm switching issue.
 

RajasGrime

Content Creator
Joined
May 10, 2011
Re: Mod.fla template (26 Nov 11 - v0.86)

I would like a CS3 version as well if possible, I can't upgrade at one of the locations I work at. CS5 can't save as CS3.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mod.fla template (13 Dec 11 - v0.87)

Fix found for costumes + arms behind back:

Add clothing item from previous object to new bold object.
Only slightly tested but works so far.
main.her.rightForeArmContainer.upperArm.foreArm
main.her.rightForeArmContainer.upperArmCostume.foreArmCostume
main.her.leftArmContainer.upperArm.foreArm
main.her.leftArmContainer.upperArmCostume.foreArmCostume
main.her.rightArmContainer.upperArm
main.her.rightArmContainer.upperArmCostume
main.her.leftArmContainer.upperArm
main.her.leftArmContainer.upperArmCostume
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mod.fla template (13 Dec 11 - v0.87)

Okay, Kona has added balls and redrawn the guy, so I'm redoing the template. However, the balls are actually pretty complicated, so what I want to know is if anyone would fiddle with them. If not I'm won't bother doing it.

EDIT: Well, I guess that's a no. New version uploaded. Merry X-mas, motherfuckers.
 

RajasGrime

Content Creator
Joined
May 10, 2011
Re: Mod.fla template (25 Dec 11 - v0.9)

No indeed, although I'd like to know the designation of this layer for hiding the balls in my futa mod, if you know it.
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mod.fla template (25 Dec 11 - v0.9)

Code:
for (var i:uint = 0; i < main.him.balls.numChildren; i++)
    main.him.balls.getChildAt(i).alpha = 0;
 

RajasGrime

Content Creator
Joined
May 10, 2011
Re: Mod.fla template (25 Dec 11 - v0.9)

I see, main.him.balls, it's just that easy. Cheers.

It seems Kona has for some reason made each part of the balls graphic into a separate movieclip. Outlines, highlights and basic colour. Rather than making just one movieclip with all the graphics inside.
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mod.fla template (26 Dec 11 - v0.9)

New version uploaded. Take note that a second frame has been added to the upperarmr object for the arms:back setting. If you don't need it, go ahead and delete the frame.

Also, there's some code, courtesy of Grimey, for hiding his arm. I haven't tested it myself, but it seems to work for Grimey. Cheers, man.
 

RajasGrime

Content Creator
Joined
May 10, 2011
Re: Mod.fla template (26 Dec 11 - v0.9)

It was mostly ModGuy's code really. It worked for me, until Kona changed things about him and I started working on my futa mod yesterday. I've simplified the relevant code to this now:

Code:
if (this.parent.parent != null)
	main.addEventListener(Event.ENTER_FRAME,fixArm);

	main.him.armContainer.arm.hand.getChildAt(0).alpha = 0;
	main.him.armContainer.arm.upperArm.getChildAt(0).alpha = 0;
	main.him.armContainer.arm.lowerArm.getChildAt(0).alpha = 0;

        //load arm mods

	main.registerUnloadFunction(fixback);
}
function fixArm(e:Event) {
	main.him.armContainer.arm.hand.getChildAt(0).alpha = 0;	
}
function fixback() {
	main.removeEventListener(Event.ENTER_FRAME, fixArm);
}

I'd recommend changing the many getChildAt()s in the q7-9 bits for the paths in the example above. Kona did change the order of layers in the his calf layer for example, which broke a couple of things in my futa mod, but their designations remained the same. Hopefully he won't move things around anymore regardless.

I love the full arm and torso layouts by the way. Wish I had them before making certain mods, but will no doubt come in handy in the future.
 

RajasGrime

Content Creator
Joined
May 10, 2011
Re: Mod.fla template (26 Dec 11 - v0.9)

Suggestions:

- Not sure right now, but I thought there was no bit of code to add an ear element yet. Ignore this if I'm wrong.

- The above simplification of hiding the arm code.

- Hue slider code:

Code:
main.registerForHueShift("Menu name", MCname);

Doesn't seem to work unless the element is loaded with:

Code:
var MCname = new newelement();
main.her.etcetera.addChild(MCname);
 

Users who are viewing this thread

Top


Are you 18 or older?

This website requires you to be 18 years of age or older. Please verify your age to view the content, or click Exit to leave.