BS I dont know the Moding language - can u explain it?
I think if its complicated it defeats the whole object! How hard is it?
I have already made many posts on it including a link to a guide. This is based on BS1 NOT BS2 so all that BS1 has is 4 functions... very simple. Already there are hundreds of users of the modding language.
here is the guide:
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Creating a New Group
Group [Name] [Order] [Icon/Text]
Name: The the name of the group. One word only
Order: The order of the group in the menu (1 is first, 9999 is last)
File Icon/Text: What it shows in the left menu to signify the group.
Examples:
Group Stones 100 File stonegroup.bmp // Shows the picture "stonegroup.bmp" from the "Img" folder //
Group Metals 200 Text Metal // This makes it say "Metal" //
// Icon/Text same for all Elements too //
Creating a New Element
To create a new Element, simply start a line like this (at the very bottom of you config.cfg file):
Element [Group] [Name] [Colour-Red] [Color-Green] [Color-Blue] [Weight] [Spray] [Slide] [Viscosity] [Deathrate] [Die to] [Order] [Icon/Text]
Group: The group that this Element is Categorized in. "None" means that it's not in any group. "Clear" means that it's in the first group of the original config, the one with the "X".
Name: The name of the Element. One word only. Can be two words, with an underscore in between.
Color-Red: In RGB what colour is it (0-255)
Color-Green: In RGB what colour is it (0-255)
Color-Blue: In RGB what colour is it (0-255)
Weight: The weight of the element... or how fast it falls... 0 means it cannot fall, 1000 means maximum falling ability. Going beyond 1000 has no real meaning in physics. However, doing so will determine the mass between Elements, which falls through which, etc.
Spray: The rate of this Element spreading apart in midair.
Slide: The rate of horizontal movement for the Element when it hits something. 0 means it will stay straight, any higher means it will spread out.
Viscosity: The rate of which an Element moves through this Element. Or the thickness.
IT CANNOT BE 0.
Deathrate: The rate of this Element dying. 0 means it cannot die. 32768 means it dies instantly.
Die to: What the Element transforms into when it dies.
Order: The order of the Element in the Menu. (1-9999)
Icon/Text: What it shows in the right menu to signify the Element.
Examples:
Element Stones Sand 230 180 0 900 1 1 1 0 Clear 400 File sand.BMP
Element Stones Glass 255 255 255 0 1 1 1 0 Clear 300 Text Glass
Adding Interactions
Interactions are actually quite simple. To create a new interaction, start a line like this:
Interaction [Element] [Neighbor] [Element converts to] [Neightbor converts to] [Rate] [Except For]
Element: The Element that is starting the interaction
Neighbor: The Element that is touching it
Element converts to: What the Element changes into when the interaction starts. Clear means erase...
Neighbor converts to: What the Neighbor changes into when the interaction starts. Clear means erase...
Rate: Rate of change. 32768 means instant interaction.
Except for: When an interaction is made with "All", you can put ONE element here meaning "except for this"
Example:
Interaction Salt Water Clear Saltwater 10000
Remember, elements and interactions combined in complex ways make good mods work. Try out different combinations, and it'll probably be easier for you to make a more complex mod by thinking it through before you make it.
A random mod not thought out, without much idea, or rushed will never end up as a good mod! Remember that.
Multiple Interactions
Sometimes you may want to include multiple interactions using one element in your mod. To do this, simply make... 2 interactions...
Example:
Interaction Saltwater Fire Salt Fire 30000
Interaction Saltwater Fire Water Fire 30000
It makes sense. In this case, saltwater interacting with fire will not only make it turn into water, but also into salt. Thus an effect of "separation" occurs.
Saltwater + Fire = Water & Salt.