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Teemperor
Joined: Thu Oct 16, 2008 5:37 pm Posts: 52 Location: GERMANY
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TDExplosive Problem
I´m modding at a Pistol, which shoot Frag Grenades, but everytime i start he couldn´t find the Tracer Ammo: Here is the Code for ammo and Magazine: http://nopaste.biz/53835
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Sat Oct 18, 2008 9:16 am |
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hideokuze
Joined: Tue Oct 16, 2007 9:50 pm Posts: 40
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Re: TDExplosive Problem
looks about right hold on, it would be easier to use flakcannon instead of pistol then edit it with the pistols stats
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Sun Oct 19, 2008 11:41 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: TDExplosive Problem
Yeah, it all looks fine. One thing I noticed though is that the RTT ratio is 12, when the magazine is 12. That means that for every 12 normal bullets, there's a tracer. At least it should mean that.
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Mon Oct 20, 2008 1:19 am |
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Teemperor
Joined: Thu Oct 16, 2008 5:37 pm Posts: 52 Location: GERMANY
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Re: TDExplosive Problem
Ok, i take FlakRounds and now he find it
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Mon Oct 20, 2008 1:49 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: TDExplosive Problem
Erm, what?
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Tue Oct 21, 2008 7:40 am |
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Teemperor
Joined: Thu Oct 16, 2008 5:37 pm Posts: 52 Location: GERMANY
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Re: TDExplosive Problem
Bad English I know. Ok i think that is better: I use Flak rounds instead of the others
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Tue Oct 21, 2008 5:38 pm |
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striker121
Joined: Tue Jul 03, 2007 10:24 pm Posts: 253 Location: In the house next door, eating your neighbors.
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Re: TDExplosive Problem
That's worded better, also I'm not sure if the grenades would have been activated, as in the timer starts, if you where to fire them.
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Tue Oct 21, 2008 8:35 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: TDExplosive Problem
They would have been.
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Wed Oct 22, 2008 8:10 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: TDExplosive Problem
I found a problem ! (Too late thought) If you want make "CopyOf" you must have instance name . Preset names arent copyable . Just change PresetName = 'something' on InstanceName = 'something'
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Sun Oct 26, 2008 8:34 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: TDExplosive Problem
O_. I don't understand!
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Mon Oct 27, 2008 4:18 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: TDExplosive Problem
grenade wrote: I found a problem ! (Too late thought) If you want make "CopyOf" you must have instance name . Preset names arent copyable . Just change PresetName = 'something' on InstanceName = 'something' Um, CopyOf lines don't have any sort of instance or preset name in them. Unless you're saying that you have to copy a name from an InstanceName, which is false. InstanceName is depreciated and should always be replaced with PresetName. Code: (object) PresetName = pie (object) CopyOf = pie PresetName = pie2
The above would work fine. Changing them to InstanceNames would also work, but next version they may not. Then again, Data might do a double-take and get rid of PresetName for InstanceName, but I doubt it.
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Mon Oct 27, 2008 5:51 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: TDExplosive Problem
Nope, the change to PresetName has to do with Lua.
When you think about it it makes sense for both of them to be able to be defined in .inis, but only one makes sense for Lua; Lua can differentiate between multiple instances of the same preset actor class.
Probably both will work for the foreseeable future.
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Mon Oct 27, 2008 6:14 am |
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