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