SDT Loader question

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DarkVioletMoonRay said:
I don't get everything that I need to code it with. I just get the position and that's it; none of that "parent:null" stuff.

Hardly a reason to give up is it?
You are given the code, having to type it up isn't an impossible task.
I mean your template literally only contained a black line.
Here's the code that worked for me:
Code:
if(this.parent.parent != null){
	var main = this.parent.parent;
	main.loadCustomFull(new Mark(), ".|Her.head","x:-28;y:-159;r:4;");
	main.unloadMod();
}

Although at this point you should be using Kona's template.
 
ModGuy said:
DarkVioletMoonRay said:
I don't get everything that I need to code it with. I just get the position and that's it; none of that "parent:null" stuff.

Hardly a reason to give up is it?
You are given the code, having to type it up isn't an impossible task.
I mean your template literally only contained a black line.
Here's the code that worked for me:
Code:
if(this.parent.parent != null){
	var main = this.parent.parent;
	main.loadCustomFull(new Mark(), ".|Her.head","x:-28;y:-159;r:4;");
	main.unloadMod();
}

Although at this point you should be using Kona's template.

His template neglects the head.

And p.s. Modguy, I never give up. ;]

Thanks for your help. Would it be burdensome if I were to come to you from now on whenever I haz problems with the modder? And also, do I place the actionscript in the same frame as the drawing?

And to make sure I got it right: I place the swf file in the same directory as the modder file, yes? The Import button in modder should function correctly and allow me to import my mod, yes? Question 3: What do I do afterwards with the file and modder.swf in order to be able to use it to customize one of my now-in-progress Baretta mod forms?
 
Also, I wasn't gonna go all out and design something serious because I'm not completely educated in terms of how this Modder thing works. I just did something simple (understatement) and dropped it here just to see what you'd tell me, honestly.

I'm not wholly satisfied with what I've been told because I still lack understanding. Step-by-step, would you explain to me what in the world I'm supposed to do as if it were a guide of sorts? You say the code is generated for me, not so, because I used your template and it seems like it's the same one for that floating penis thing you did. Are you saying it's okay for me to use that same file to do my work on?
 
DarkVioletMoonRay said:
Would it be burdensome if I were to come to you from now on whenever I haz problems with the modder?
And also, do I place the actionscript in the same frame as the drawing?
I place the swf file in the same directory as the modder file, yes?
The Import button in modder should function correctly and allow me to import my mod, yes?
What do I do afterwards with the file and modder.swf in order to be able to use it to customize one of my now-in-progress Baretta mod forms?
Step-by-step, would you explain to me what in the world I'm supposed to do as if it were a guide of sorts?
You say the code is generated for me, not so.
Are you saying it's okay for me to use that same file to do my work on?

1. Probably. You'd be better asking a modder in a separate thread.
2. Not exactly. Scripts are on the first frame of the document.
3. Yes.
4. Yes.
5. I've no idea what you mean by this.
6. No.
7. Not generated, but there is a screenshot of the few necessary lines in the "guide". There are explanatory notes included in the text guide.
8. Do what you want.
 
small issue with the new release:

the dialogue-dialogue can't be closed. it works in the default sdt, but not in the loader (b & c)
 
ModGuy said:
DarkVioletMoonRay said:
Would it be burdensome if I were to come to you from now on whenever I haz problems with the modder?
And also, do I place the actionscript in the same frame as the drawing?
I place the swf file in the same directory as the modder file, yes?
The Import button in modder should function correctly and allow me to import my mod, yes?
What do I do afterwards with the file and modder.swf in order to be able to use it to customize one of my now-in-progress Baretta mod forms?
Step-by-step, would you explain to me what in the world I'm supposed to do as if it were a guide of sorts?
You say the code is generated for me, not so.
Are you saying it's okay for me to use that same file to do my work on?

1. Probably. You'd be better asking a modder in a separate thread.
2. Not exactly. Scripts are on the first frame of the document.
3. Yes.
4. Yes.
5. I've no idea what you mean by this.
6. No.
7. Not generated, but there is a screenshot of the few necessary lines in the "guide". There are explanatory notes included in the text guide.
8. Do what you want.

Know what--I'll holler at you later. I'll figure this out myself.
 
gollum said:
small issue with the new release:

the dialogue-dialogue can't be closed. it works in the default sdt, but not in the loader (b & c)

Noticed this too, no idea how to fix for now because I've never opened it during development.
Will check it out.
 
tanksk1 said:
Is it just me or can you not exit out of the in game custom dialogue menu.

Is it just me or can you not read one post above you lazy person.

ModGuy said:
gollum said:
small issue with the new release:

the dialogue-dialogue can't be closed. it works in the default sdt, but not in the loader (b & c)

Noticed this too, no idea how to fix for now because I've never opened it during development.
Will check it out.

Anyway, this is fixed.
Expect in next version.
 
I don t know what to do withe unzipped loader,please explain me, each file tell me to open a new file: "open official mod" then "open mod" , like a endless circle of fuck.
 
lassdes said:
I don t know what to do withe unzipped loader,please explain me, each file tell me to open a new file: "open official mod" then "open mod" , like a endless circle of fuck.

Read the guides, then explain what it is that you're trying to achieve.
 
Another update!

ModGuy, you are better than Apple and Android combined!

(Since Apple updates make things LESS streamlined and Android just, well, doesn't update in general. Don't get me started on Microsoft, the "please beta test this for us and see what breaks" company).

Ha-ha! But seriously, thanks for for keeping the Loader alive!
 
I can't get Code.txt to work for some reason, does anybody have any idea why? I DLd some characters and followed the guide to put them in the game. The mods work, but the character codes don't. I changed the filenames to Code.txt as instructed in the guide, but they don't load.
 
JDC said:
I can't get Code.txt to work for some reason, does anybody have any idea why? I DLd some characters and followed the guide to put them in the game. The mods work, but the character codes don't. I changed the filenames to Code.txt as instructed in the guide, but they don't load.

Chances are you've named it Code.txt.txt
Otherwise upload the misbehaving folder and I'll have a look.
 
ModGuy said:
JDC said:
I can't get Code.txt to work for some reason, does anybody have any idea why? I DLd some characters and followed the guide to put them in the game. The mods work, but the character codes don't. I changed the filenames to Code.txt as instructed in the guide, but they don't load.

Chances are you've named it Code.txt.txt
Otherwise upload the misbehaving folder and I'll have a look.

I don't think that's the problem, so here's the folder.
 

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Princess Peach.7z
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Works fine for me. Did you set loadCodeLast=1 in Settings.txt?

Although, the mod itself is broken. Debug throws up errors when attempting to unload it.
 
Everything loads fine, errors are known and are caused by the mod.
Modder has been notified but I plan to help him out by fixing up the FLA.

EDIT: New loader which probably destroys all mods. Have fun lol.
Nah, I'm losing my mind over trying to find a nice way to load everything given the limitations.
I think I'll just stick with this method whilst I figure out some decent resolve paths to get around SWF char codes.
 
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