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 help a Very new modder? 
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Joined: Sun Jun 15, 2008 12:05 am
Posts: 4
Location: bobland
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Post help a Very new modder?
Hey, I just started making a kind of test mod to see if I could make something new instead of modifying something else.

to cut the crap.

I am trying to make a kind of laser rifle of my own(there are plenty but I wanted one) so I took the HDFirearm code from the Wiki and spliced in some of the beam rifle code to see what I could do. I have little to no clue whats wrong or if this will even work(cant play cc while it doesnt work :( so the positioning isnt right or anything else for that matter) could you all take a look at this and fix it so its right (all errors gone up to line 109) much appreciatio would follow.


dont flame me on my complete lack of expirience but I dive right into things its how I am.


AddAmmo = Round
InstanceName = Round Beam
ParticleCount = 10
Particle = MOPixel
InstanceName = Canorancarbine
Mass = .05
RestThreshold = 500
LifeTime = 15000
Sharpness = 600
GetsHitByMOs = 0
Color = Color
R = 143
G = 143
B = 143
Atom = Atom
Material = Material
CopyOf = Bullet Metal
TrailColor = Color
R = 234
G = 21
B = 7
TrailLength = 1500
Shell = None
FireVelocity = 200
ShellVelocity = 10
Separation = 5

AddAmmo = Magazine
InstanceName = Magazine Beam
Mass = 1 // kg
HitsMOs = 0
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Base.rte/null.bmp
FrameCount = 1
SpriteOffset = Vector
X = 0
Y = 0
EntryWound = AEmitter
CopyOf = Dent Metal
ExitWound = AEmitter
CopyOf = Dent Metal
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 2
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 3
Depth = 1
DeepCheck = 1
JointStrength = 200
JointStiffness = 1
JointOffset = Vector
X = 0
Y = -3
DrawAfterParent = 0
RoundCount = 1
RTTRatio = 0
RegularRound = Round
CopyOf = Round Beam
TracerRound = None

AddEffect = Attachable
InstanceName = Muzzle Flash Beam
Mass = 0.0001
HitsMOs = 0
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Base.rte/Effects/Pyro/MuzzleFlash02.bmp
FrameCount = 3
SpriteOffset = Vector
X = -2
Y = -6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Air
Resolution = 2
Depth = 100
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Air
Resolution = 3
Depth = 100
DeepCheck = 0
JointStrength = 10000
JointStiffness = 1
ScreenEffect = ContentFile
FilePath = Base.rte/Effects/Glows/BlueSmall.bmp
DrawAfterParent = 0
JointStrength = 10000
JointStiffness = 1
DrawAfterParent = 0

AddDevice = HDFirearm
InstanceName = Canorancarbine
AddToGroup = Weapons
AddToGroup = rifles
Mass = 6
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = cortexcommandwip.rte/canoran carbine.bmp
FrameCount = 2
SriteOffset = Vector
x = -7
y = -3
EntryWound = AEmitter
CopyOf = Dent Metal
ExitWound = AEmitter
CopyOf = DentMetal
GoldValue = 20
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4 // Unknown.
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 10
DeepCheck = 1 //
JointStrength = 75
JointStiffness = 0.5
JointOffset = Vector
X = -3
Y = 2
DrawAfterParent = 0
OneHanded = 1
StanceOffset = Vector
X = 12
Y = 0
SharpStanceOffset = Vector
X = 13
Y = -2
SupportOffset = Vector
X = -1
Y = 3
SharpLength = 125
Magazine = Magazine
CopyOf = Magazine Beam
ParentOffset = Vector
X = -2
Y = 1
Flash = Attachable
CopyOf = Muzzle Flash Beam
FireSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Devices/Pistols/PistolBang.wav
EmptySound = Sound
AddSample = ContentFile
FilePath = Base.rte/Devices/EmptyClick3.wav
ReloadStartSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Devices/ReloadStart.wav
ReloadEndSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Devices/ReloadEnd.wav
RateOfFire = 200
ReloadTime = 1250
FullAuto = 1// put 1 if you want fully auto or 0 if you want single fire
FireIgnoresThis = 1
ShakeRange = 13
SharpShakeRange = 1
NoSupportFactor = 1
ParticleSpreadRange = 4
ShellSpreadRange = 8
ShellAngVelRange = 2
MuzzleOffset = Vector
X = 5
Y = -1
EjectionOffset = Vector
X = -3
Y = -1
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 3
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
GibWoundLimit = 2


Sun Jun 15, 2008 12:27 am
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Joined: Fri Aug 31, 2007 3:57 am
Posts: 227
Location: Canada
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Post Re: help a Very new modder?
Why do you need two threads?

Also, if you are going to post code, put in code tabs.


Sun Jun 15, 2008 12:31 am
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Joined: Tue Oct 24, 2006 10:07 pm
Posts: 511
Location: ☼The Infinite World☼
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Post Re: help a Very new modder?
Two threads was unnecessary. I might suggest just uploading it instead of pasting in the code, it makes it easier for us to help.


Sun Jun 15, 2008 1:04 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: help a Very new modder?
Line 109 is FilePath = cortexcommandwip.rte/canoran carbine.bmp, yes?

Make sure your capitalization and spelling is correct. Both matter to Cortex Command.


Sun Jun 15, 2008 2:36 am
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Joined: Fri May 11, 2007 4:30 pm
Posts: 1040
Location: England
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Post Re: help a Very new modder?
sha-pow! wiki attack! http://www.datarealms.com/wiki/index.php/Modding

Or for a list of all tutorials; http://www.datarealms.com/wiki/index.ph ... king_Index

Since no-one ever goes on the wiki I feel the need to promote it... All my articles just wasting away.

edit: Also it proves that even though I never release any mods I am in fact very good at modding... Or I have a very good knowledge of how to mod... At least to me.


Sun Jun 15, 2008 2:44 am
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Joined: Sun Jun 15, 2008 12:05 am
Posts: 4
Location: bobland
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Post Re: help a Very new modder?
Sorry about the double post, toatly accidental.
To restate the problem: line 110 is not working.


Sun Jun 15, 2008 6:02 am
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Joined: Sun Nov 25, 2007 6:29 am
Posts: 400
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Post Re: help a Very new modder?
Grif wrote:
Line 109 is FilePath = cortexcommandwip.rte/canoran carbine.bmp, yes?

Make sure your capitalization and spelling is correct. Both matter to Cortex Command.


To restate the answer.


Sun Jun 15, 2008 7:16 am
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Joined: Wed Jan 03, 2007 2:05 pm
Posts: 174
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Post Re: help a Very new modder?
HoboBob wrote:

(cant play cc while it doesnt work :(


Yes you can, either move the folder somewhere else or remove the .rte from the fold so it isn't loaded. Then when you want it to load again add the .rte back into the folder nam.


Sun Jun 15, 2008 9:43 am
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Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
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Post Re: help a Very new modder?
Guys you stupid people, he spelt it "SriteOffset" on line 111.

Not sprite offset. If it errors on line 110 it means the error happened about than five lines after that.

You should know better, Sixteen.

And we normally don't care about new modders as long as they don't release their first mod.

Good luck learnin'!


Mon Jun 16, 2008 4:25 am
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