Just note down the name in the codeshare replacing line 13 and 121, so _level0.game.player.ptrObj.mechs[0].strMechFileName = "mech/mech-VladicKnight-1.swf"; and _level0.conn.loadFile(_level0.game.stage.mech,"mec h/mech-VladicKnight-1.swf","mech");
Using Fiddler, you need to right click on loadshop.asp (can’t remember the exact name but it’s similar) and then click decode. Then click on the .asp again and on the right go to inspector and switch it to syntax view(I think it’s called). From this you’ll get most of the variables you’re missing.
Very close, it’s "Immobility, 80;Fire, 9"
It would scale to level 13.
The code in the codeshare does exactly that for the Shadowwolf Mech, scales from 1 to 50. All of the math involving the players level does all that. and mech[0].intLevel sets the mechs level as well.
No, not at all. All good and thank you for helping
Using Fiddler, you need to right click on loadshop.asp (can’t remember the exact name but it’s similar) and then click decode. Then click on the .asp again and on the right go to inspector and switch it to syntax view(I think it’s called). From this you’ll get most of the variables you’re missing.
Very close, it’s "Immobility, 80;Fire, 9"
It would scale to level 13.
The code in the codeshare does exactly that for the Shadowwolf Mech, scales from 1 to 50. All of the math involving the players level does all that. and mech[0].intLevel sets the mechs level as well.
No, not at all. All good and thank you for helping


Also if I were able to somehow create an swf for it, would it work with the swf loader in the trainer? or does it need to be loaded on something like the mech loader?