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Antonius
Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
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Offhand Problem
So i decided to make an offhand dreadnought MG, but it just don't want to appear in the Shields section. i have OneHanded, Buyable and AddToGroup, so i have absolutely no idea what i have done wrong. I'm fail at coding for the most part, so i sort of expect the answer to be a little obvious. heres the whole ini: Code: AddDevice = HDFirearm PresetName = Offhand Dreadnought MG AddToGroup = Shields Mass = 10 HitsMOs = 0 GetsHitByMOs = 1 Buyable = 1 SpriteFile = ContentFile FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeE.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light GoldValue = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 80 JointStiffness = 0.5 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 0 ParentOffset = Vector X = 10 Y = -1 StanceOffset = Vector X = 0 Y = 0 SharpStanceOffset = Vector X = 0 Y = 0 SupportOffset = Vector X = 0 Y = 0 SharpLength = 165 Magazine = Magazine PresetName = Magazine Dreadnought MG Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -1 Y = -1 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 0 RoundCount = 100 RTTRatio = 4 RegularRound = Round CopyOf = Round SMG TracerRound = Round CopyOf = Round SMG Tracer Discardable = 0 ParentOffset = Vector X = 2 Y = 1 Flash = Attachable CopyOf = Muzzle Flash SMG FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1601.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1602.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1603.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1604.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1605.wav AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/M1606.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 = 950 ReloadTime = 2500 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 20 OneHanded = 1 SharpShakeRange = 5 NoSupportFactor = 1 ParticleSpreadRange = 3 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 6 Y = 0 EjectionOffset = Vector X = -5 Y = 4 GibImpulseLimit = 0.1 GibWoundLimit = 8 // GibSound = Sound // CopyOf = Bone Crack
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Sun Feb 06, 2011 1:41 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Offhand Problem
Welcome to the Forums Antonius! You have it in the wrong place. It should be just after "DrawAfterParent = #" Example: Code: GoldValue = 40 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -1 Y = 3 DrawAfterParent = 0 OneHanded = 1 // So your code would be This.
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Sun Feb 06, 2011 4:37 am |
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Antonius
Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
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Re: Offhand Problem
Tried, doesn't work. I have the dreadnought MG in another .ini than the riot shield, so that maybe have something to do with it.
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Sun Feb 06, 2011 12:21 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Offhand Problem
That wouldn't make a difference, nor would the placement of the OneHanded line.
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Sun Feb 06, 2011 1:02 pm |
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Antonius
Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
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Re: Offhand Problem
Hey i still have problems with getting this to work!
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Mon Feb 07, 2011 8:39 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Offhand Problem
Have you tried equipping another weapon in game that isn't off hand? I had the same problem when I first started doing off hand weapons. It was working, I just wasn't using another weapon to take the main hand slot.
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Mon Feb 07, 2011 8:50 pm |
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Antonius
Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
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Re: Offhand Problem
No, what i can't get to work, is that it still won't appear in the shields section.
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Mon Feb 07, 2011 9:26 pm |
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Antonius
Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
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Re: Offhand Problem
I tried with another weapon (YAK-47) But with no success. What the heck is this?
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Tue Feb 08, 2011 2:58 pm |
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Antonius
Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
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Re: Offhand Problem
Why isn't anyone helping me anymore?
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Wed Feb 09, 2011 4:02 pm |
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Antonius
Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
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Re: Offhand Problem
Never mind, i just figured out what indexes do.
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Wed Feb 09, 2011 4:49 pm |
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