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 Dead Mod and Spriting Problem [Don't Care Anymore] 
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Joined: Sat Jul 23, 2011 6:15 am
Posts: 82
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Post Dead Mod and Spriting Problem [Don't Care Anymore]
Well, I made a mod, but it ends up killing Cortex Command when I try to shoot the gun. Here's the code:

Code:
AddEffect = MOPixel
   PresetName = Bullet
   LifeTime = 100000
   Sharpness = 500
   Mass = 100
   GlobalAccScalar = 1
   Color = Color
      R = 255
      G = 255
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/YellowSmall.bmp


AddAmmo = AEmitter
   PresetName = ABCEIP
   Mass = 0.01
   HitsMOs = 0
   GetsHitByMOs = 0
   LifeTime = 1000
   SpriteFile = ContentFile
      FilePath = Base.rte/Actors/Clones/JetpackNozzle.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -6
      Y = -4
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10
   JointStiffness = 1
   DrawAfterParent = 1
   EmissionAngle = Matrix
      AngleDegrees = 270
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Bullet
   EmissionSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/Jet.wav
      LoopSetting = 1
   BurstSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/JetStart.wav
   EndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Effects/Pyro/JetEnd.wav
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 10000
   BurstSize = 1
   BurstScale = 1
   BurstTriggered = 1
   BurstSpacing = 500
   EmissionDamage = 1
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol
   FlashOnlyOnBurst = 0


AddAmmo = Magazine
   PresetName = PIECBA
   Mass = 1.50
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Ronin.rte/Devices/Weapons/Sprites/MagazinePistolLargeA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   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 = 0
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = -3
   ParentOffset = Vector
      X = -2
      Y = 1
   DrawAfterParent = 0
   RoundCount = -1
   RTTRatio = 1
   RegularRound = AEmitter
      CopyOf = ABCEIP
   TracerRound = None

AddDevice = HDFirearm
   PresetName = Storm
   Description = Death to things...
   AddToGroup = Weapons

   Mass = 4
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Ronin.rte/Devices/Weapons/Sprites/UziA.bmp
   FrameCount = 2
   SpriteOffset = Vector
      X = -5
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   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 = 0
   JointStrength = 75
   JointStiffness = 0.5
   JointOffset = Vector
      X = -2
      Y = 2
   DrawAfterParent = 0
   OneHanded = 1
   StanceOffset = Vector
      X = 12
      Y = 0
   SharpStanceOffset = Vector
      X = 13
      Y = -2
   SupportOffset = Vector
      X = 4
      Y = 2
   SharpLength = 90
   Magazine = Magazine
      CopyOf = PIECBA
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Sounds/Explode1.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 = 1000
   ReloadTime = 0
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 0
   SharpShakeRange = 0
   NoSupportFactor = 0
   ParticleSpreadRange = 0
   ShellSpreadRange = 0
   ShellAngVelRange = 0
   MuzzleOffset = Vector
      X = 0
      Y = 0

I patched this together... It's basically a bunch of pieces of code that I stringed together and edited a little...
Well, if I could get some help, I would greatly appreciate it. Oops. Almost forgot. The spriting problem. So... I took the CC Palette from the Cortex Command Wiki and opened it in XP Paint. I only used the colors in the palette, but the sprite got killed anyways. Ummmm... I also don't know how to put in images, so... Sorry. You can't see the sprite. I think I figured it out. Oh. You'll have to download it... Well, that's all. Thanks in advance.


Attachments:
File comment: Here's the sprite.
Laser000.bmp [890 Bytes]
Not downloaded yet


Last edited by kungfuchan13 on Fri Jun 22, 2012 4:42 am, edited 1 time in total.

Sat Jul 23, 2011 6:27 am
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Joined: Sat Jul 23, 2011 6:15 am
Posts: 82
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Post Re: Dead Mod and Spriting Problem
Yeah... Well, I called the program "XP Paint", which I'm absolutely certain it is not called. The gun is buyable and wearable, but CC explodes (crashes) when you try to shoot it. I've had a little bit of modding experience (Taking the Ronin pistols and killing their code to make overpowered, underpriced guns.), but this is my first time messing with AEmitters. All of the mods I've made (I made two that can be counted as mods.) are based off of the Ronin Desert Eagle. I did some sprite work for the bullets of one of the guns I made, and that worked fine. (Yay! Sparkles!) Wow. That was a long, pointless block of text. Oh, yeah... I took the AEmitter part from the wiki and the HDFirearm part from one of my other mods, which, like I said before, I pulled from the Ronin Desert Eagle. I'm wondering if I should post my other, other mod on the forums, after respriting the gun... Oh. That's the end of my monologue.


Sat Jul 23, 2011 3:35 pm
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Data Realms Elite
Data Realms Elite
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Joined: Mon Jul 12, 2010 5:39 am
Posts: 4558
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Post Re: Dead Mod and Spriting Problem
When CC crashes, does it give an error report or just stop?


Sun Jul 24, 2011 12:01 am
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Joined: Sat Jul 23, 2011 6:15 am
Posts: 82
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Post Re: Dead Mod and Spriting Problem
No error message or anything, well, it just says "Cortex Command has encountered a problem and needs to quit. Sorry for the inconvenience." Okay. That's an error message. It doesn't explain anything about the error, though. T_T


Sun Jul 24, 2011 7:04 pm
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