Fast Mod Questions or FMQ
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Fast Mod Questions or FMQ
Ok lets start
1.Can i make other pixel glows colors , except yellow , golden , and sky-blue colors ?
2.How i need to change wound\Material , so i will have : a flash under metal ? I mean a metal that is "metal" sounds , sprites and so on and so far , but it dont damage hp when hitted . The metal would lose blood from a flesh under it , and every blood lose will make damage ?
3.Any ideas for unusual weapons for me ?
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Sun Oct 26, 2008 5:03 pm |
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kukiric
Joined: Sat Oct 25, 2008 10:06 pm Posts: 17
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Re: Fast Mod Questions or FMQ
I don't know, but I think I'll use this thread as an utility one, and ask away: How do I make a weapon magazine gave a sprite when attached to the gun, and a different one when dropped?
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Sun Oct 26, 2008 5:55 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Fast Mod Questions or FMQ
grenade wrote: 1.Can i make other pixel glows colors , except yellow , golden , and sky-blue colors ? No. That's hardcoded. grenade wrote: 2.How i need to change wound\Material , so i will have : a flash under metal ? I mean a metal that is "metal" sounds , sprites and so on and so far , but it dont damage hp when hitted . The metal would lose blood from a flesh under it , and every blood lose will make damage ? Make a copy of the flesh entry wound, and give it the metal entry wound's sprite and sound, and give it BurstDamage = 0. And then edit to your preferences from there. grenade wrote: 3.Any ideas for unusual weapons for me ? Boiling dolphin fin soup blob launcher kukiric wrote: How do I make a weapon magazine gave a sprite when attached to the gun, and a different one when dropped? Give the mag a low GibImpulseLimit, and a weak emitter jostling it around, and make it gib into a MOSRot. The mag is invincible until it's dropped, then the emitter jostles it, and it gibs into the MOSRot. Go look at some revolvers for help on the emitter; they use this a lot to make their reload drop casings.
Last edited by Azukki on Sun Oct 26, 2008 8:04 pm, edited 4 times in total.
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Sun Oct 26, 2008 7:55 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Fast Mod Questions or FMQ
kukiric wrote: How do I make a weapon magazine gave a sprite when attached to the gun, and a different one when dropped? To the best of my knowledge, it's not possible.
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Sun Oct 26, 2008 7:58 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Fast Mod Questions or FMQ
Thanks Azukki .
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Sun Oct 26, 2008 8:07 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Fast Mod Questions or FMQ
venn177 wrote: kukiric wrote: How do I make a weapon magazine gave a sprite when attached to the gun, and a different one when dropped? To the best of my knowledge, it's not possible. It , is possible . Attach mag to gun 1 . Make it(mag) Discardable = 0 2 . Then Make regular round one type of shell 3 . Then trick with tracer so it would be last shoted round 4 . And make tracer's shel ,l a mag whatever you like 5 . Edit: Ahhhh !!! , forgot the edit button.
Last edited by grenade on Sun Oct 26, 2008 8:30 pm, edited 1 time in total.
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Sun Oct 26, 2008 8:11 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Fast Mod Questions or FMQ
grenade wrote: venn177 wrote: kukiric wrote: How do I make a weapon magazine gave a sprite when attached to the gun, and a different one when dropped? To the best of my knowledge, it's not possible. It , is possible . Attach mag to gun 1 . Make it(mag) Discardable = 0 2 . Then Make regular round one type of shell 3 . Then trick with tracer so it would be last shoted round 4 . And make tracer's shel ,l a mag whatever you like 5 . That makes tracers unusable and makes the mag come out from the muzzle. It would work, but I think jostle emitters like I described in my last post would be better in most cases. Also don't double post. There's an edit button on the top right corner of all of your posts, use it.
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Sun Oct 26, 2008 8:21 pm |
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kukiric
Joined: Sat Oct 25, 2008 10:06 pm Posts: 17
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Re: Fast Mod Questions or FMQ
Azukki wrote: kukiric wrote: How do I make a weapon magazine gave a sprite when attached to the gun, and a different one when dropped? Give the mag a low GibImpulseLimit, and a weak emitter jostling it around, and make it gib into a MOSRot. The mag is invincible until it's dropped, then the emitter jostles it, and it gibs into the MOSRot. Go look at some revolvers for help on the emitter; they use this a lot to make their reload drop casings. How can I make the emitter destroy the mag on ejection? I tried using a custom wound as emitter, it does damage to the mag, but only when it spawns on the weapon, that doesn't do anything, but it gibs correctly when hit the ground, so how would I break the mag on ejection?
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Mon Oct 27, 2008 7:45 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Fast Mod Questions or FMQ
Look in MinorMod Compedium . The is garand rifle . It's mag gibs when reloaded . You can use this way .
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Mon Oct 27, 2008 8:38 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Fast Mod Questions or FMQ
kukiric wrote: How can I make the emitter destroy the mag on ejection? I tried using a custom wound as emitter, it does damage to the mag, but only when it spawns on the weapon, that doesn't do anything, but it gibs correctly when hit the ground, so how would I break the mag on ejection? No no no, man. They don't wound it, they just jostle it around with their emissions' force; like a jetpack, but uncontrollable, very weak, and in random directions. The mag has a low Gib ImpulseLimit, and when the mag's dropped, it becomes vulnerable to this, and gibs from the emitter's force. There are examples left and right in mod releases, mostly revolvers.
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Mon Oct 27, 2008 11:16 pm |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: Fast Mod Questions or FMQ
Azukki wrote: There are examples left and right in mod releases, mostly revolvers. Or in this code for my Garand for the DoV alpha.
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Tue Nov 18, 2008 3:14 am |
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octyl
Joined: Fri Aug 31, 2007 3:57 am Posts: 227 Location: Canada
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Re: Fast Mod Questions or FMQ
Is there a way for the burst of a jetpack be at a different angle than the rest? So if you're tapping up you fly normally but if you hold it you fly forward?
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Wed Nov 19, 2008 5:36 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Fast Mod Questions or FMQ
octyl wrote: Is there a way for the burst of a jetpack be at a different angle than the rest? So if you're tapping up you fly normally but if you hold it you fly forward? You could make the burst go backward (negative velocities), or have more spread. But that's all, you couldn't do what you suggested. That would be cool though.
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Wed Nov 19, 2008 11:38 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Fast Mod Questions or FMQ
Is it possible to make a wound in a muzzleflash?
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Thu Nov 20, 2008 12:10 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Fast Mod Questions or FMQ
Muzzle Flashes were hard-coded to never collide with anything, last time I checked. Maybe try something with the round, or the casing, to make a similar effect, if you're trying to do something in particular?
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Thu Nov 20, 2008 12:15 am |
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