Okay so I added another ] after the beamaxe so now it looks like this. { "id" : "apextutorial.gearup", "title" : "^#9be3d6;On The Run.", "text" : "The Miniknog has crushed the Apex rebellion. You have escaped with your life intact by hijacking a Miniknog ship. The ship has run out of fuel in orbit of an unknown planet. Before setting out in search of fuel, ^green;search your ship's storage for a ^pink;matter manipulator^white;. Press ^green;E ^white;to interact with objects.", "completionText" : "Well done! The matter manipulator allows you to manipulate almost anything in the gameworld.", "conditions" : [ { "kind" : "gather", "item" : [ "beamaxe", 1], [ "ocarina", 1] } ], "moneyRange" : [10, 10], "rewards" : [ [ [ "ocarina", 1 ], [ "beamaxe", 1] ] ], "planetMode" : "none", "questDungeons" : [ ], "followUp" : "tutorial2.gearup" } I am still getting an error when I try to launch the new character.
Code: { "id" : "apextutorial.gearup", "title" : "^#9be3d6;On The Run.", "text" : "The Miniknog has crushed the Apex rebellion. You have escaped with your life intact by hijacking a Miniknog ship. The ship has run out of fuel in orbit of an unknown planet. Before setting out in search of fuel, ^green;search your ship's storage for a ^pink;matter manipulator^white;. Press ^green;E ^white;to interact with objects.", "completionText" : "Well done! The matter manipulator allows you to manipulate almost anything in the gameworld.", "conditions" : [ { "kind" : "gather", "item" : [ "beamaxe", 1] } ], "moneyRange" : [10, 10], "rewards" : [ [ [ "ocarina", 1 ], [ "beamaxe", 1] ] ], "planetMode" : "none", "questDungeons" : [ ], "followUp" : "tutorial2.gearup" } There, copy paste this into the apex tutorial, it should work now.
The problem is that you can only have 2 rewards or else it will crash, my friend figured out how to fix it but I can't for the love of god remeber what he said to me.
i managed to get this to work and spawned in targeted blink, but i can activate it. i tried it on the tech console and using it in inventory
Simply not true. I have 104 rewards (including the Matter Manipulator). Make sure you're adding -chip to the end. It works fine using this; Code: [ "targetblinktech-chip", 1],
Can someone help me? I cant get these to work for the life of me. "rewards" : [ [ [ "dashTech-chip", 1], [ "humanMechTech-chip", 1], [ "morphballTech-chip",1], [ "jetpackTech-chip", 1] [ "apextier10daggersword", 1], [ "neolegs", 1 ], [ "neoback", 1 ], [ "neochest", 1 ], [ "neohead", 1 ] , [ "apextier9legs", 1 ], [ "apextier9chest", 1], [ "apextier9head", 1], [ "laserminerminingtool", 1], [ "legendarypistolgeneratedgun", 1], [ "glitchtier10shortswordsword", 1], [ "apextier10daggersword", 1] [ "grapplinghook", 2], [ "rocketjumpTech-chip", 1], [ "beamaxe", 1] ] ],
Code: "rewards" : [ [ [ "dashTech-chip", 1], [ "humanMechTech-chip", 1], [ "morphballTech-chip",1], [ "jetpackTech-chip", 1] [ "apextier10daggersword", 1], [ "neolegs", 1 ], [ "neoback", 1 ], [ "neochest", 1 ], [ "neohead", 1 ], [ "apextier9legs", 1 ], [ "apextier9chest", 1], [ "apextier9head", 1], [ "laserminerminingtool", 1], [ "glitchtier10shortswordsword", 1], [ "apextier10daggersword", 1] [ "grapplinghook", 2], [ "rocketjumpTech-chip", 1], [ "beamaxe", 1] ] ], There, fixed. You cant spawn a random generated gun in the rewards though! So I removed that entry too.
I suggest firstly to go through and check all your item names are correct, because from just looking I can see that the name for that Glitch sword is wrong and, less importantly, you can't use generated guns like that, they need to actually be generated via a drop table and such. The latter doesn't cause an error though, simply gives you a "perfectly generic item."
Here is ready made file with all top items in my opinion. HUMAN ONLY if you want use it with other races, you need to change a few lines from "human" to race you want to use. File code: Code: { "id" : "humantutorial.gearup", "title" : "^#9be3d6;There's No Place Like Home", "text" : "Earth has been ripped apart. You have been in search of a new home for some time. Finally your ship has run out of fuel in orbit of an unknown planet. Before setting out in search of fuel, ^green;search your ship's storage for a ^pink;matter manipulator^white;. Press ^green;E ^white;to interact with objects.", "completionText" : "Well done! The matter manipulator allows you to manipulate almost anything in the gameworld.", "conditions" : [ { "kind" : "gather", "item" : [ "beamaxe", 1] } ], "moneyRange" : [10, 10], "rewards" : [ [ [ "buster", 1], [ "bubblegun", 1], [ "rocketjump-chip", 1], [ "morphballTech-chip", 1], [ "miningdrill", 1], [ "humanMechTech-chip", 1], [ "hoverTech-chip", 1], [ "jetpackTech-chip", 1], [ "doublejumpTech-chip", 1], [ "dashTech-chip", 1], [ "butterflyboost-chip", 1], [ "bubbleboost-chip", 1], [ "cameramanboost-chip", 1], [ "targetblinktech-chip", 1], [ "banana", 1], [ "gravgun", 1], [ "chainsaw", 1], [ "humantier10hammer", 1], [ "humantier10broadsword", 1], [ "harp", 1], [ "saxophone", 1], [ "rocket1", 1], [ "cameramanhead", 1], [ "fishsomething", 1], [ "grapplinghook", 1], [ "superfishaxe", 1], [ "humantier10pants", 1], [ "humantier10head", 1], [ "humantier10chest", 1], [ "beamaxe", 1] ] ], "planetMode" : "none", "questDungeons" : [ ], "followUp" : "tutorial2.gearup" }
does anyone know how to get the eyesword or the deathstick to work i keep getting perfectly generic object when i try
Code: [ "simplecapeback", 1], It can't be done this way. However, if you navigate to assets\treasure and open "hunting.treasurepools" you can modify the drops gained from hunting. An example of this would be; Code: { "hunting" : [ [1, { "pool" : [ [0.125, [ "generatedgun", 1, { "definition" : "legendarygrenadelauncher" } ] ], [0.125, [ "generatedgun", 1, { "definition" : "legendaryassaultrifle" } ] ], [0.125, [ "generatedgun", 1, { "definition" : "rareplasmashotgun" } ] ], [0.125, [ "generatedgun", 1, { "definition" : "legendaryflamethrower" } ] ], [0.125, [ "generatedgun", 1, { "definition" : "legendarypistol" } ] ], [0.125, [ "generatedgun", 1, { "definition" : "legendarymachinepistol" } ] ], [0.125, [ "generatedsword", 1, { "definition" : "teslastaff" } ] ], [0.125, [ "generatedgun", 1, { "definition" : "legendaryrocketlauncher" } ] ] ], "poolRounds" : [ [0.20, 0], [0.80, 1] ], "levelVariance" : [-1, 1], "allowDuplication" : false } ] ] }
That doesn't give me the desired colour I want. The cape can be in many colours. I want to know how I can specify a specific colour for the cape.
It is true, we had at least 10 people trying to do the same thing, but kudos to you that you got it working.