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octyl
Joined: Fri Aug 31, 2007 3:57 am Posts: 227 Location: Canada
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Re: How to mod
You can make guns that make actors, but it has to shoot a bomb that explodes into a craft that scuttles instantly with your guy inside for the person to be controllable.
Someone made that once (grif?).
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Thu Nov 13, 2008 3:43 pm |
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Dutchygamer
Joined: Sun Nov 09, 2008 9:18 pm Posts: 6 Location: Dordrecht, the Netherlands
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Re: How to mod
Well, I think I'll take a look at the links you guys posted, and fiddle around with some weapons. Thanks for the advice
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Thu Nov 13, 2008 4:59 pm |
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Warbz
Joined: Sun Nov 09, 2008 8:47 pm Posts: 99
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Re: How to mod
Dutchy you got Xfire? I want a chat.
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Thu Nov 13, 2008 5:47 pm |
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Dutchygamer
Joined: Sun Nov 09, 2008 9:18 pm Posts: 6 Location: Dordrecht, the Netherlands
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Re: How to mod
I've got MSN if that is good enough
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Thu Nov 13, 2008 8:34 pm |
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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: How to mod
Dudes we have PM for this .
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Thu Nov 13, 2008 9:00 pm |
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Dutchygamer
Joined: Sun Nov 09, 2008 9:18 pm Posts: 6 Location: Dordrecht, the Netherlands
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Re: How to mod
Okay, sorry for that. As for the main question: I'm editing the Heavy Sniper Rifle. I've got so far that I could change the RoF, reload time and amount of rounds in a magazine. On the other hand, I can't find any way how a weapon does the actual damage. In this example, I was trying to give the mentioned weapon the explosion of a Rocket Launcher, just to test a bit. I've read the tutorials, but I can't find it. Any help with this one?
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Thu Nov 13, 2008 9:09 pm |
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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: How to mod
To change guns power you need : change round ( make more mass and sharpness) . Try to find rounds yourself (look for this line Code: AddRound=Round ...PresetName = etc. ...ParticleCount = etc. ...[u]AddParticle = MOPixel[/u] If you want shot bullets you need MOPixels If you want flamethrower you need to work with MOParticles If you want grenadelauncher you need TDExplosive Just look in that what you want to make
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Thu Nov 13, 2008 9:16 pm |
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Warbz
Joined: Sun Nov 09, 2008 8:47 pm Posts: 99
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Re: How to mod
Dutchygamer wrote: I've got MSN if that is good enough [Email address removed] Add me? We can learn together and eventually rule the world! EDIT: grenade wrote: Dudes we have PM for this . NO U
Last edited by Warbz on Fri Nov 14, 2008 2:07 pm, edited 1 time in total.
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Thu Nov 13, 2008 9:24 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: How to mod
grenade wrote: This is impossible , i think . Start from something really easy . It's possible, a few problems with it though. The fired actor won't be assigned to a team and will be hostile to everyone and won't have any weapons.
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Thu Nov 13, 2008 11:41 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: How to mod
No_0ne wrote: grenade wrote: This is impossible , i think . Start from something really easy . It's possible, a few problems with it though. The fired actor won't be assigned to a team and will be hostile to everyone and won't have any weapons. its all very possible. and itll give you a good idea of how to make everything work, besides actors (unless you want the gun to fire a custom actor..) gun fires round round is an ABomb or TDExplosive TDExplosive/ABomb explodes after like 50ms, gibs no shrapnel, just the following code: Code: AddGib = Gib GibParticle = AHuman CopyOf = Soldier Light Team = 0 Health = 100 AddInventory = HDFirearm CopyOf = SMG InheritsVel = 0 and youre done. what the hell grenade? thats easy. you can also gib an ACRocket with the soldier inside if you want, among other things.
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Fri Nov 14, 2008 12:28 am |
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macattack
Joined: Wed Jul 09, 2008 1:34 am Posts: 218 Location: Monkey Island: It is teh fluffy here.
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Re: How to mod
grenade wrote: This is impossible , i think . Start from something really easy . Yeah, haven't you ever seen the crab cannon?
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Fri Nov 14, 2008 2:56 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: How to mod
Technically the Health = 100 line is redundant and unnecessary.
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Fri Nov 14, 2008 5:48 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: How to mod
Ok, to answer dutchy's question:
making a gun go from shooting bullets to shooting explosives is a pretty big step: It takes me awhile and I've been modding for a very long time.
If I were you I'd go about this the other way, and change one of the cannons to be more like the heavy sniper.
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Fri Nov 14, 2008 6:15 am |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: How to mod
Is there a way to reload the parameters from in the game? Or do I have to restart CC every time I change something and want to see the changes?
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Fri Nov 14, 2008 11:49 am |
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Warbz
Joined: Sun Nov 09, 2008 8:47 pm Posts: 99
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Re: How to mod
Thankyou all.
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Fri Nov 14, 2008 2:05 pm |
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