gamez wrote:Leftos wrote:Yap. Just to circumvent the Online Data update.
Leftos, have you changed the stadium (the sxxx.iff file)? I said this because in NBA 2K11 that shot clock problem you are talking about was associated with a stadium change (the backboard model is in the stadium file). If you want to circumvent the online data update I guess you only have to change the floor ID.
Leftos wrote:gamez wrote:Leftos wrote:Yap. Just to circumvent the Online Data update.
Leftos, have you changed the stadium (the sxxx.iff file)? I said this because in NBA 2K11 that shot clock problem you are talking about was associated with a stadium change (the backboard model is in the stadium file). If you want to circumvent the online data update I guess you only have to change the floor ID.
Only changed the floor ID, but it happened. That savegame ended up being corrupted for some reason (REditor was making some error sounds when I opened it but I chose to ignore them, that was wrong), so maybe that had something to do with it. I'll try again today with another roster.
Ryne wrote:I'm kind of in love with this tool. It's great.
I have a small question. Is there a way to remove the unique stadium announcer for certain players? For example, if I trade for Rodney Stuckey he still has his unique Detroit announcer voice thingy when he scores.
vay yapali Globaledits;
{Uninjures all the players}
ulsh
i: int; !!Cycle variable
puschla
i valli 0 ran Players_Num - 1 taran tu !!Here we cycle through all the players
puschla
Players[i].ADunk 8 := ;
Players[i].ASpcDnk1 22 := ;
Players[i].ASpcDnk2 21 := ;
Players[i].ASpcDnk3 23 := ;
veschle
veschle.
DCAllAmerican wrote:VLad,
Don't forget to try and get the Season Mode compatible with the 360 version of the Editor.
360 Jam wrote:Using this code changes only PG,SG,SFs animations. Just a heads up.
PF and Cs have there own ADunk numbers if you want to update your Tutorial![]()
Also ALayUp only changes PG-SFs as well
Special Dunks turn to 360 Jams for PG-SFs but Cs cant do them so they default to the next valid number
so ex. Griffin defaults to BasiC Dunk even though he has his own dunk set
- Code: Select all
vay yapali Globaledits;
{Uninjures all the players}
ulsh
i: int; !!Cycle variable
puschla
i valli 0 ran Players_Num - 1 taran tu !!Here we cycle through all the players
puschla
Players[i].ADunk 8 := ;
Players[i].ASpcDnk1 22 := ;
Players[i].ASpcDnk2 21 := ;
Players[i].ASpcDnk3 23 := ;
veschle
veschle.
EDIT: Is it possible to create a turk that just edits PGs , SGs and SFs with the above values ?
360 Jam wrote:EDIT: Is it possible to create a turk that just edits PGs , SGs and SFs with the above values ?
vay yapali Globaledits;
{Uninjures all the players}
ulsh
i: int; !!Cycle variable
puschla
i valli 0 ran Players_Num - 1 taran tu !!Here we cycle through all the players
puschla
(Players[i].Pos = "0") e (Players[i].Pos = "1") e (Players[i].Pos = "2") pulsan
puschla
Players[i].ADunk 8 := ;
Players[i].ASpcDnk1 22 := ;
Players[i].ASpcDnk2 21 := ;
Players[i].ASpcDnk3 23 := ;
veschle;
veschle
veschle.
solovoy wrote:360 Jam wrote:EDIT: Is it possible to create a turk that just edits PGs , SGs and SFs with the above values ?
This should work:
- Code: Select all
vay yapali Globaledits;
{Uninjures all the players}
ulsh
i: int; !!Cycle variable
puschla
i valli 0 ran Players_Num - 1 taran tu !!Here we cycle through all the players
puschla
(Players[i].Pos = "0") e (Players[i].Pos = "1") e (Players[i].Pos = "2") pulsan
puschla
Players[i].ADunk 8 := ;
Players[i].ASpcDnk1 22 := ;
Players[i].ASpcDnk2 21 := ;
Players[i].ASpcDnk3 23 := ;
veschle;
veschle
veschle.
vay yapali Globaledits;
{Uninjures all the players}
ulsh
i: int; !!Cycle variable
puschla
i valli 0 ran Players_Num - 1 taran tu !!Here we cycle through all the players
puschla
(Players[i].Pos = "0") e (Players[i].Pos = "1") e (Players[i].Pos = "2") pulsan
puschla
Players[i].ADunk 8 := ;
Players[i].ASpcDnk1 22 := ;
Players[i].ASpcDnk2 21 := ;
Players[i].ASpcDnk3 23 := ;
veschle;
veschle
veschle.
vay yapali Globaledits;
{Uninjures all the players}
ulsh
i: int; !!Cycle variable
puschla
i valli 0 ran Players_Num - 1 taran tu !!Here we cycle through all the players
puschla
Players[i].TDunkvLU 100 := ;
Players[i].TFlshPass 100 := ;
Players[i].SDunk 99 := ;
Players[i].SStdDunk 99 := ;
Players[i].SLayUp 99 := ;
Players[i].SVertical 99 := ;
Players[i].SEmotion 99 := ;
Players[i].CShtFdaway 3 := ;
Players[i].CShtDrPUp 3 := ;
Players[i].CShtSpnJmp 3 := ;
Players[i].CShtStbJmp 3 := ;
Players[i].CShtRunner 3 := ;
Players[i].CLDHopstep 3 := ;
Players[i].CLDSpin 3 := ;
Players[i].CLDEurostp 3 := ;
Players[i].CDrbSizeup 3 := ;
Players[i].CDrbHesit 3 := ;
Players[i].CDrbCrsovr 3 := ;
Players[i].CDrbInOut 3 := ;
Players[i].CDrbSpin 3 := ;
Players[i].CDrbBehBck 3 := ;
Players[i].CDrbStpbck 3 := ;
Players[i].CPstFdaway 3 := ;
Players[i].CPstHopSht 3 := ;
Players[i].CPstShmSht 3 := ;
Players[i].CPstHook 3 := ;
Players[i].CPstDrpsLD 3 := ;
Players[i].CPstDrive 3 := ;
Players[i].CPstSpin 3 := ;
Players[i].InjDaysLeft 0 := ;
Players[i].InjType 0 := ;
veschle
veschle.
vay yapali Globaledits;
{Uninjures all the players}
ulsh
i: int; !!Cycle variable
puschla
i valli 0 ran Players_Num - 1 taran tu !!Here we cycle through all the players
puschla
Players[i].ADunk 8 := ;
Players[i].ASpcDnk1 22 := ;
veschle
veschle.
solovoy wrote:Do you tried it with a new roster ?
Amazon Offering Promo Credit on MLB 2K12 and Combo Pack with NBA 2K12
by pastapadre
Infernales wrote:Can I edit/assign "pshoe" to a certain player using the free Reditor, if so, in what tab would that be?
Thanks!
EDIT : Do I have to set the "GShsBrand" and "GShsModel" to zero?
Anyone please help....
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