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Custom wounds?
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Author:  Roon3 [ Mon Jun 30, 2008 1:47 pm ]
Post subject:  Custom wounds?

How do I create custom wounds?(making the actual wound and then applying it to an actor)

Anything will help but I want the actual code.

thanks in advance,
~Roon3

Author:  Grif [ Mon Jun 30, 2008 6:05 pm ]
Post subject:  Re: Custom wounds?

Base.rte/Effects/Wounds/Wounds.ini for an example of the code.

First, you need to make a custom AEmitter for your wounds. You want an Entrywound, an Exitwound, and a Breakwound.

Entrywound is the most common; if a sharp particle hits your actor, it will create one. If it goes all the way through, it will create an Exitwound. If something breaks off a part of your actor, it will create a Breakwound.

Soldier templates/the default actors have all the parts and their requisite EntryWound and ExitWound code.

Author:  Roon3 [ Mon Jun 30, 2008 6:15 pm ]
Post subject:  Re: Custom wounds?

Thanks Grif,

Another question: What Line of code do I need to to an actor for it to become neutral? (I have looked around in other mods and found nothing)

EDIT: will enemies attack this actor?

Thanks again,
~Roon3

Author:  Tea [ Mon Jun 30, 2008 6:25 pm ]
Post subject:  Re: Custom wounds?

Roon3 wrote:
Thanks Grif,

Another question: What Line of code do I need to to an actor for it to become neutral? (I have looked around in other mods and found nothing)

EDIT: will enemies attack this actor?

Thanks again,
~Roon3


Team = 3 ( or anything above, I think 0 might work)
Put it under the actor class.
Yes anything which is from a different team will attack it.

Author:  Grif [ Mon Jun 30, 2008 6:27 pm ]
Post subject:  Re: Custom wounds?

Team = -1 is the usual method, Tea.

And it will act as an enemy to both sides. I THINK AI attacks Team -1, but I'm not sure.

Also, if you "buy" the actor, it will go to your team regardless.

Author:  Roon3 [ Mon Jun 30, 2008 6:34 pm ]
Post subject:  Re: Custom wounds?

Thanks you two,

This is just what I needed for my first mod thank you,

~Roon3

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