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Question regarding weapons and such.
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bien4500
Joined: Fri Aug 24, 2007 1:58 pm Posts: 22
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Question regarding weapons and such.
So I am planning on making a mod, one of the weapons is nearly finished. As of now, the round goes like this: Code: AddEffect = AEmitter PresetName = HAMREmitter Mass = 2 Sharpness = 15 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = MAPS.rte/Devices\Images\HAMR.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 4 Depth = 10 DeepCheck = 1 LifeTime = 5000 JointStrength = 10000 JointStiffness = 10 AngularVel = 6 DrawAfterParent = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = HAMRFlash Spread = 3.14 MaxVelocity = 0 MinVelocity = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 6000 BurstSize = 1 BurstScale = 3 BurstTriggered = 1 EmissionDamage = 0 Flash = None FlashOnlyOnBurst = 0 AddGib = Gib GibParticle = MOPixel CopyOf = HAMRFlash Count = 30 Spread = 3.14 MaxVelocity = 70 MinVelocity = 50 InheritsVel = 0 AddGib = Gib GibParticle = MOPixel CopyOf = HAMRFlash2 Count = 20 Spread = 3.14 MaxVelocity = 60 MinVelocity = 30 InheritsVel = 0 GibImpulseLimit = 20 GibWoundLimit = 10
AddAmmo = Round PresetName = HAMR Round ParticleCount = 1 Particle = AEmitter CopyOf = HAMREmitter Shell = None FireVelocity = 100 ShellVelocity = 0 Separation = 0 I was wondering how to make it penetrate and then explode. It's supposed to be a Heavy Anti-Material Rifle.
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Sat Dec 19, 2009 3:47 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Question regarding weapons and such.
First off, use pastebin, please, large amounts of code are unreadable here. Second, make the gun fire multiple bullets at once, with the last one being the explosive one. If you want it to enter bunkers, that is.
Last edited by Metal Meltdown on Sun Dec 20, 2009 1:29 pm, edited 1 time in total.
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Sat Dec 19, 2009 4:05 pm |
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bien4500
Joined: Fri Aug 24, 2007 1:58 pm Posts: 22
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Re: Question regarding weapons and such.
Ah, so how would one do that? Anyways, the mod is attached with placeholder sprites and effects. Here's the code: Heavy Anti-Material RifleI'm also having trouble with offsets, right now. The magazine appears inside the grip, but I want it centered with the two blue lines. That and the muzzle flash appears to follow the shot as it travels. I have no clue on how to make the weapon switch between a 'weapon empty' sprite when it's reloading and how to make the blue light ( Attachment:
File comment: HAMR
HAMR002.bmp [1.57 KiB]
Not downloaded yet
) emit when it fires.
Attachments:
File comment: Makir-Asher Planetary Systems
MAPS.rte.zip [838.57 KiB]
Downloaded 102 times
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Sun Dec 20, 2009 4:53 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Question regarding weapons and such.
If the blue light is an aemitter, you might be better off making a glow which it uses as a shell, and place the shell exit offset over the bulb, that way a pinned glow will show up when you fire. [edit]Well, the clip offsets are fixed (also, the light DOES show up when it fires), so here's that, I'm still working on getting it to dig.
Attachments:
HAMR.ini [6.75 KiB]
Downloaded 103 times
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Sun Dec 20, 2009 12:33 pm |
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bien4500
Joined: Fri Aug 24, 2007 1:58 pm Posts: 22
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Re: Question regarding weapons and such.
Ah, thanks.
Also: WTH is wrong with my sprites? They appear all screwed up in game.
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Mon Dec 21, 2009 10:21 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: Question regarding weapons and such.
bien4500 wrote: WTH is wrong with my sprites? They appear all screwed up in game. Here you go. Your sprites are not in palette.
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Mon Dec 21, 2009 3:29 pm |
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