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 Help with coding 
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Joined: Wed Jul 04, 2012 3:18 pm
Posts: 4
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Post Help with coding
I tried teching myself modding for cortex command by looking at the .ini files, modifying them and looking at the results. I'm making a simple mod right now, but I don't think I'll ever release it :P
I've done good so far, I made 4 characters, 3 grenades, 1 gun and 2 crafts, but there are some problems I couldn't figure out how to fix:
- When I throw a grenade i made, it becomes a german stick grenade (graphically)
- When my dropship explodes, the gibs are the gibs of the dummy dropship
- I can't change the jetpack graphic of my characters

Apart from that, there are also some things I wanted some help with:
- How do I make a body that walks like an animal?
- How can I make a sword?
- How can I make a bow and arrow?

Thanks ;)


Wed Jul 18, 2012 12:02 pm
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Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
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Post Re: Help with coding
These are very simple problems that you are having. I'm trying to answer them shortly, so some of my answers wont necessarily explain how to fix them. Helping just by explaining is hard.


    - The grenade turns into a stick grenade because you're using the original Ronin script for it. If you look at the code of the grenade, there should be a line that starts with "ScriptPath". This shouldn't lead into the Ronin folder. Since you've apparently edited the stick grenade, you're going for an impact explosive, right?

    Copy the "ImpactFuze.lua" from the Ronin.rte\Devices\Explosives folder to your own. Take a look at it and I bet you can figure out what's wrong.


    - You've obviously used the Dummy dropship as the base. If you want your dropship's gibs to match the dropships itself, you'll have to create them yourself. This can be a really tough and time-consuming job, that is, if you wan't to make it look good.

    You can take a look at what your dropship gibs into. You should take a look at the gibbing editor and experiment with it.
    If you were to take a look at this, I'd also recommend adding a folder titled "NewData" to your .rte folder. I've had some problems with the game not creating it automatically.


    - The basic vanilla jetpack is located in Base.rte\Effects\Pyro\Pyro.ini. Try searching the .ini file for "Jetpack" until you find it. Copy that to your actor file and experiment with it.


    - Depends on what kind of an animal. If you're talking about crabs, it's your lucky day.


    - The last time swords were cool was back in build 18. I don't like making melee weapons too much since there's only a few ways how to make them. (that I know of)

    Usually they're just sword-shaped guns that shoot a bunch of invisible particles with high spread that disappear instantly. They tend to be overpowered though.


    - Depends on the quality, much like the sword. Making a good bow would require a lot of scripting, so it's not something I would recommend to someone who's new to modding.


Wed Jul 18, 2012 2:57 pm
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Joined: Wed Jul 04, 2012 3:18 pm
Posts: 4
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Post Re: Help with coding
4zK wrote:
These are very simple problems that you are having. I'm trying to answer them shortly, so some of my answers wont necessarily explain how to fix them. Helping just by explaining is hard.


    - The grenade turns into a stick grenade because you're using the original Ronin script for it. If you look at the code of the grenade, there should be a line that starts with "ScriptPath". This shouldn't lead into the Ronin folder. Since you've apparently edited the stick grenade, you're going for an impact explosive, right?

    Copy the "ImpactFuze.lua" from the Ronin.rte\Devices\Explosives folder to your own. Take a look at it and I bet you can figure out what's wrong.


    - You've obviously used the Dummy dropship as the base. If you want your dropship's gibs to match the dropships itself, you'll have to create them yourself. This can be a really tough and time-consuming job, that is, if you wan't to make it look good.

    You can take a look at what your dropship gibs into. You should take a look at the gibbing editor and experiment with it.
    If you were to take a look at this, I'd also recommend adding a folder titled "NewData" to your .rte folder. I've had some problems with the game not creating it automatically.


    - The basic vanilla jetpack is located in Base.rte\Effects\Pyro\Pyro.ini. Try searching the .ini file for "Jetpack" until you find it. Copy that to your actor file and experiment with it.


    - Depends on what kind of an animal. If you're talking about crabs, it's your lucky day.


    - The last time swords were cool was back in build 18. I don't like making melee weapons too much since there's only a few ways how to make them. (that I know of)


    Usually they're just sword-shaped guns that shoot a bunch of invisible particles with high spread that disappear instantly. They tend to be overpowered though.


    - Depends on the quality, much like the sword. Making a good bow would require a lot of scripting, so it's not something I would recommend to someone who's new to modding.


Thank you so much! :grin:
These are all very helpful tips, I'll try and fix all the problems. :)


Wed Jul 18, 2012 3:38 pm
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