Alright kiddies, time for another (short) tutorial on some more Cortex Modding. Today we'll get into rounds and magazines. Until next tutorial, you won't be able to change too much in them, but it's important you master each step at a time.
So open up that .ini you made last time with the simple weapon edit. Above it, add these lines.
AddAmmo = Round PresetName = Round Mod SMG ParticleCount = 1 Particle = MOPixel PresetName = Particle Mod SMG Mass = 0.008 RestThreshold = 500 LifeTime = 1500 Sharpness = 250 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 143 G = 143 B = 143 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 155 G = 155 B = 155 TrailLength = 25 Shell = MOSParticle CopyOf = Casing FireVelocity = 80 ShellVelocity = 10 Separation = 5 AddAmmo = Round CopyOf = Round Mod SMG PresetName = Round Mod SMG Tracer ParticleCount = 1 Particle = MOPixel CopyOf = Particle Mod SMG PresetName = Particle Mod SMG Tracer RestThreshold = 500 LifeTime = 1500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 247 G = 247 B = 147 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 45
Now, most of the lines are self explanatory (most of them are in the weapon definition as well), only a few are different. The MOPixel definition you can take for what it is worth, here is a totally stripped down Round definition, devoid of extra stuff that you don't need (You could have defined the MOPixel beforehand and just used it's presetname to refer to it)
AddAmmo = Round PresetName = Round Mod SMG 2 ParticleCount = 10 Particle = MOPixel CopyOf = Particle Mod SMG Shell = AEmitter CopyOf = Casing FireVelocity = 80 ShellVelocity = 10 Separation = 5
Always set your presetnames to something unique, otherwise you will overwrite your previous definition (this includes basegame names). For example, if I had named that round just above "Round SMG" as well, the usual SMG round would be overwritten, and you would shoot out 10 MOPixels (ParticleCount) instead of one per each firing.
Thanks to the Separation being 5, this round would look like a shotgun instead of an SMG. Unless you want to make shotguns or shotgun-like effects (particles fired together that spread apart), you should always set your separation to 0.
The FireVelocity variable defines, well, the fire velocity. The speed at which the particles are shot out of your gun. Particle is the particle fired, and shell is the particle emitted out of the EjectionOffset at the same time. Shell can be set to be nothing (Shell = None//Or Null), getting rid of any sort of shell.
Now, on to magazines. Once we have defined our new magazine (and changed the name of the magazine in the modded SMG), you can save and start your game to try it out.
Here is a basic Magazine definition. Pay attention to the uniquely Magazine variables. You will find that all MOs (besides MOPixels and MOSParticles) have the same basic definitions with a few unique but all-important variables.
AddAmmo = Magazine PresetName = Magazine Mod SMG Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Devices/SMGs/MagSMG2.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -4 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector//Offset of the joint where the magazine is attached X = 0 Y = -3 ParentOffset = Vector//Where on the parent this magazine is attached X = 1 Y = 0 DrawAfterParent = 0//Draw after(over) the parent, or before(under) //Unique Magazine variables here RoundCount = 30//The amount of rounds to be able to fire before RTTRatio = 4//The number of RegularRounds to fire before firing a TracerRound RegularRound = Round CopyOf = Round Mod SMG//The normal round TracerRound = Round//You can put "None" here like with Shells CopyOf = Round Mod SMG Tracer//The tracer round
So, here the major uses of changes are to change the rounds, the number of them, and the sprite and joint. You will likely not spend much time on these, just make sure you name everything correctly.
And now you know about rounds and magazines. Woo!
If you were underwhelmed by Rounds and Magazines, hang on until next tutorial when we get into defining the particles rounds contain. Then you can do all sorts of fun things. For a taste of what you can do, try changing the Particle to be a TDExplosive and emit "Frag Grenade" (Particle = TDExplosive(newline)(tab)CopyOf = Frag Grenade). Be careful with the RateOfFire on your new and improved weapon, I'd set it to 500 or less.
For the basic mod file described in this tutorial (in case you messed up tabbing or spelling or whatever), see this link. [http://www.mediafire.com/?4ygutnl3tv2]