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 How to mod 
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Joined: Fri Aug 31, 2007 3:57 am
Posts: 227
Location: Canada
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Post 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?).


Thu Nov 13, 2008 3:43 pm
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Joined: Sun Nov 09, 2008 9:18 pm
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Location: Dordrecht, the Netherlands
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Post 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 :)


Thu Nov 13, 2008 4:59 pm
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Joined: Sun Nov 09, 2008 8:47 pm
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Post Re: How to mod
Dutchy you got Xfire?
I want a chat. :P


Thu Nov 13, 2008 5:47 pm
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Joined: Sun Nov 09, 2008 9:18 pm
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Location: Dordrecht, the Netherlands
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Post Re: How to mod
I've got MSN if that is good enough :P


Thu Nov 13, 2008 8:34 pm
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Joined: Mon Aug 18, 2008 5:29 pm
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Location: Ukraine,Odessa in the ASC bunker-base
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Post Re: How to mod
Dudes we have PM for this .


Thu Nov 13, 2008 9:00 pm
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Location: Dordrecht, the Netherlands
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Post 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?


Thu Nov 13, 2008 9:09 pm
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Joined: Mon Aug 18, 2008 5:29 pm
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Location: Ukraine,Odessa in the ASC bunker-base
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Post 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


Thu Nov 13, 2008 9:16 pm
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Joined: Sun Nov 09, 2008 8:47 pm
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Post Re: How to mod
Dutchygamer wrote:
I've got MSN if that is good enough :P



[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.



Thu Nov 13, 2008 9:24 pm
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Joined: Wed Feb 14, 2007 5:37 am
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Post 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.


Thu Nov 13, 2008 11:41 pm
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Joined: Sun Jul 13, 2008 9:57 am
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Post 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.


Fri Nov 14, 2008 12:28 am
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Joined: Wed Jul 09, 2008 1:34 am
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Location: Monkey Island: It is teh fluffy here.
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Post 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?


Fri Nov 14, 2008 2:56 am
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Joined: Mon Dec 04, 2006 3:34 am
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Post Re: How to mod
Technically the Health = 100 line is redundant and unnecessary.


Fri Nov 14, 2008 5:48 am
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post 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.


Fri Nov 14, 2008 6:15 am
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Joined: Tue Nov 11, 2008 8:26 am
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Location: Near Aloha
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Post 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?


Fri Nov 14, 2008 11:49 am
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Joined: Sun Nov 09, 2008 8:47 pm
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Post Re: How to mod
Thankyou all.


Fri Nov 14, 2008 2:05 pm
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