Demorecord/edit questions
I've only done what you're describing when setting up screen shots, not videos, so I've never seen that happen.
However, what I suspect happened is that (for whatever reason), the entity representing the player was despawned in the demofile code and respawned.
Search the demo file for the your character's name (the one you recorded the demo with). If you find it elsewhere in the file, replace that entity's code with the code for your custom critter.
I've got a couple other ideas, but I'd need to check out your demo code to confirm. If you've recorded an entire mission, the file will be WAY to big to paste into a forum post; can you host it somewhere online and provide a link to download it?
@Roderick
Search the demo file for the your character's name (the one you recorded the demo with). If you find it elsewhere in the file, replace that entity's code with the code for your custom critter.
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Remains a mystery to me.
Thank you for the feedback and suggestion. I searched the demo file but did not find my character's name.
Remains a mystery to me. |
Okay, instead of just looking for the name of your character, check and see if the replacement character is re-spawned or has its costume changed at all.
It's possible that the costume change, for whatever reason, occurs, but is under the replacement player's name/character ID.
That's all I can think of off hand.
Also, that's a cool idea for you to do for your friend!
and round up everyone that knows more than they do"-Dylan
check and see if the replacement character is re-spawned or has its costume changed at all.
It's possible that the costume change, for whatever reason, occurs, but is under the replacement player's name/character ID. |
I don't know how to search for nor spot re-spawning and costume changing. I don't know much about editing .cohdemo files.
But, I'm willing to learn. Thanks for your help!
When you replaced the original character with the replacement one, you deleted ALL the lines defining the original character, and made sure to change the ID numbers of the replacement character to the same numbers the original used, right?
For example, if your original character were:
0 5 NEW "Blood Brother Slammer" 0 5 NPC Thug_Hellion_01 0 5 POS -227.15625 0 130.203125 0 5 PYR 0 -0.380427 -0
0 17 NEW "Flower Knight" 0 17 NPC Model_Kit_Sung
0 17 NEW "Flower Knight" 0 17 NPC Model_Kit_Sung 0 5 POS -227.15625 0 130.203125 0 5 PYR 0 -0.380427 -0
0 5 NEW "Flower Knight" 0 5 NPC Model_Kit_Sung 0 5 POS -227.15625 0 130.203125 0 5 PYR 0 -0.380427 -0
Again, if you can post the code, I can take a look and see if I can find what's going on for you.
@Roderick
I copied the following text, which defines the custom NPC that I created of my friend's character, named Starbolt.
0 61 NEW Starbolt 0 61 COSTUME 0 00ffffff -1.370000 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 1.000000 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 1.000000 -0.015873 -0.015873 0 61 PARTSNAME Tight tights none 00ffffff 00e3e3e3 0 61 PARTSNAME Tight tights none 00ffffff 00e3e3e3 0 61 PARTSNAME V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard skin_v_head_54 none 00ffffff 00e3e3e3 0 61 PARTSNAME Smooth !glove_tights_Shiny none 00000000 00000000 0 61 PARTSNAME Smooth !boot_tights_Sleek none 00000000 001f1f1f 0 61 PARTSNAME Standard test_01a test_01b 00000000 00000000 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME Tight base Star_10 00000000 00000000 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ff0000 00e3e3e3 00ffffff 00e3e3e3 Auras/Male/StarburstGlow/StarGlowFists&Eyes_Combat.fx 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 PARTSNAME none none none 00ffffff 00e3e3e3 0 61 POS -2056.90625 17.609375 -310.765625 0 61 PYR 0 2.098486 0 0 61 MOV HERO_SPELLCASTFEAR 0 0 61 HP 1681.00 0 61 HPMAX 1681.00 |
0 1 Player 0 1 NEW Pro-tector 0 1 COSTUME 0 00c9d6ff -5.038168 -1.000000 0.000000 -0.697802 -0.925824 -0.298901 -0.769231 0.020000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0 1 PARTSNAME Tight !Hips_V_Vanguard_01 !Hips_V_Pattern_Razor_01 000000aa 00000000 0 1 PARTSNAME Tight !Chest_V_Vanguard_01 !Chest_Sharp 000000aa 00000000 0 1 PARTSNAME V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard skin_v_head_11 !Face_V_Mask_Half_01 000000aa 0000007f 0 1 PARTSNAME V_MALE_GLOVE.GEO/GEO_Larm*_Vangaurd_02 !X_Vanguard_Glove none 0000007f 00000000 0 1 PARTSNAME V_MALE_BOOT.GEO/GEO_LlegR_Vangaurd_Boot_02 !X_Vanguard_Boot none 000000aa 00000000 0 1 PARTSNAME V_MALE_BELT.GEO/GEO_Belt_Vangaurd_02 !X_Vanguard_Belt none 000000aa 00000000 0 1 PARTSNAME V_MALE_HAIR.GEO/GEO_Hair_Vangaurd_01 !X_Vanguard_Hair none 000000aa 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME V_MALE_EYES.GEO/GEO_Eyes_EyePatch_02 Solid_01a Solid_01b 00000000 00000000 0 1 PARTSNAME Strap_01 Strap_01a Strap_01b 00000000 000000aa 0 1 PARTSNAME V_MALE_SPADR.GEO/GEO_SpadR_Vangaurd_02 !X_Vanguard_Shoulder none 000000aa 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00ffffff 00ffffff 00ffffff 00ffffff WEAPONS/Custom_AssaultRifle/Male_AssaultRifle_Base.fx 0 1 PARTSNAME Beard_Van_**** Beard_01a Beard_01b 001e1e61 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 000000ff 00000000 00000000 00000000 Auras/Male/Wisps/Wisps_Eyes_Combat.fx 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 MOV BASIC_RUNOUT 0 0 1 FX Maintained 1 POWERS/INVULNERABILITY/OLD_INVULNERABILITY.FX 0 0 1 FXSCALE 10.000000 10 0 1 ORIGIN ENT 0 0 0 1 TARGET ENT 1 0 0 1 HP 1445.70 0 1 HPMAX 1445.70 |
0 1 Player 0 1 NEW Starbolt 0 1 COSTUME 0 00ffffff -1.370000 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 1.000000 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 -0.015873 1.000000 -0.015873 -0.015873 0 1 PARTSNAME Tight tights none 00ffffff 00e3e3e3 0 1 PARTSNAME Tight tights none 00ffffff 00e3e3e3 0 1 PARTSNAME V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard skin_v_head_54 none 00ffffff 00e3e3e3 0 1 PARTSNAME Smooth !glove_tights_Shiny none 00000000 00000000 0 1 PARTSNAME Smooth !boot_tights_Sleek none 00000000 001f1f1f 0 1 PARTSNAME Standard test_01a test_01b 00000000 00000000 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME Tight base Star_10 00000000 00000000 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ff0000 00e3e3e3 00ffffff 00e3e3e3 Auras/Male/StarburstGlow/StarGlowFists&Eyes_Combat.fx 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 PARTSNAME none none none 00ffffff 00e3e3e3 0 1 MOV BASIC_RUNOUT 0 0 1 FX Maintained 1 POWERS/INVULNERABILITY/OLD_INVULNERABILITY.FX 0 0 1 FXSCALE 10.000000 10 0 1 ORIGIN ENT 0 0 0 1 TARGET ENT 1 0 0 1 HP 1681.00 0 1 HPMAX 1681.00 |
Could there be text further down the file, after character definition, where Starbolt gets changed back to Pro-tector? If yes, what text do I need to look for?
Could there be text further down the file, after character definition, where Starbolt gets changed back to Pro-tector? If yes, what text do I need to look for?
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Or " o 1 COSTUME"
And/or try searching for one of the costume pieces that the original character uses (that the new character doesn't). Such as "Tight !Hips_V_Vanguard_01 !Hips_V_Pattern_Razor_01 000000aa 00000000"
Basically, you want to look and see where, in all of the text, it is forcing the costume to be changed.
If you can, pasting the entire demo would be best (not sure if there are character limits to these posts though). If you could send it or host it or something. That way someone can look at it and see.
That is, if you don't find it.
Really, if the original character was 01, then everything that happened throughout should reference 01. And since you changed the replacement character to 01, it should work. So, there has to be somewhere in there that is swapping him out again, for some reason.
The 01 PARTSNAME search should yield some results. I hope!
and round up everyone that knows more than they do"-Dylan
I'd start off by searching for (with the spaces) " 1 PARTSNAME"
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I searched on "0 1 PARTSNAME" and found four instances in the file of "0 1 COSTUME" text blocks. So, I copied and pasted Starbolt's costume data to replace Pro-tector's in all four places. I ran the edited demo, and--voila--it worked as intended!
Cool! Thanks to everyone who replied for the help.
Your advice led me to solve the problem--thanks!
I searched on "0 1 PARTSNAME" and found four instances in the file of "0 1 COSTUME" text blocks. So, I copied and pasted Starbolt's costume data to replace Pro-tector's in all four places. I ran the edited demo, and--voila--it worked as intended! Cool! Thanks to everyone who replied for the help. |
and round up everyone that knows more than they do"-Dylan
I want to make a video of my friend's character playing through one of my Mission Architect story arcs. But, my friend isn't in-game much lately. So, I thought I would:
1) use /demorecord to record my character playing the arc; and then
2) edit the .cohdemo file to replace my character with my friend's character.
This process worked somewhat; but, not entirely as intended.
- I recorded my character playing the arc.
- I created my friend's character as a custom non-player character in Mission Architect.
- I demorecorded the custom NPC I had created of my friend's character (in a separate story arc and separate .cohdemo file from the recording of my character).
- I copied and pasted the custom NPC data to replace my character's data in the .cohdemo file.
When I played .cohdemo file, the custom NPC appeared in place of my character... at first. But, when the custom NPC was first hit by a villain's attack during combat, my character instantly appeared in place of the custom NPC. This is not what I intended.
Is this behavior--a replacement character reverting back to the original character upon first damage--normal for demorecording? Does it only happen in recordings of MA story arcs? Is there any way I can keep the replacement character from reverting back to the original?
Please advise, demorecord/edit experts. Thank you.