|
Page 1 of 1
|
[ 9 posts ] |
|
Author |
Message |
doolspin
Joined: Tue Nov 11, 2008 4:51 pm Posts: 24
|
Bayonet?
Hey guys,
I'm just started modding and I'm looking to modify someone's M1 Garand weapon(p3lb0x's, let me know if you have a problem with this). Make it as accurate as i can, bullet weight(if possible) muzzle velocity, gun weight, sounds, etc.
1. So I am looking for an explanation of weapon vars. The wiki had them for shields and bombs but not guns.
2. And it is possible to put a bayonet on it without too much fuss?
Thanks alot guys.
|
Wed Nov 12, 2008 11:50 pm |
|
|
Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
|
Re: Bayonet?
For your first question, there are a few tutorials in this very forum that should clear things up. Azukki's template should contain everything you need, just keep in mind that all of the variables that contribute to a weapon's performance are spread out over at least three things: Round, magazine, and weapon itself. Variable names should be clear enough for the most part, it's just that you have to know where to look.
As for the bayonet, sure. Don't expect it to do anything, though. People have simulated the effect by attaching an emitter to the weapon, but it's prone to lagging and destroying rockets as soon as you come out.
|
Thu Nov 13, 2008 1:12 am |
|
|
Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
|
Re: Bayonet?
If you made a bayonet sprite, and made it a very high friction material, and made it an attachable, and attached it to the Garand, a bayonet just might work.
|
Thu Nov 13, 2008 2:35 am |
|
|
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
|
Re: Bayonet?
Actually, now that we have the emission starting/ending times, you could probably make an emitter based bayonet that doesn't kill it's deliverers.
Anyways, when you look through it all, it becomes pretty self-explanatory. AddDevice = HDFirearm adds a new device that is a held device firearm. PresetName names this object. AddToGroup adds the thing to a group. Description describes it for the buy menu. Mass determines how heavy it is. In kilograms. HitsMOs determines if it hits other mass objects. 1 = yes, 0 = no, for this kind of stuff GetsHitByMOs determines if it gets hit by other mass objects. SpriteFile = ContentFile, the object's sprite's file is a content file... FilePath, which can be found at this filepath FrameCount determines how many frames it has. RateOfFire is rate of fire. ReloadTime is the time it takes to reload. ParticleSpreadRange is the spread range of the particle. (eg, bullets) ShakeRange is the range of how much actors 'shake' it. SharpShakeRange is the range of how much actors shake it when sharp-aiming. FireSound is the sound it makes when you fire. JointStrength is how well actors can grip it. GoldValue is the value of the object in gold. RoundCount is the number of rounds in a magazine. Sharpness is how sharp a particle is. LifeTime is how long until something disappears. FireVelocity is the velocity at which the particle is fired.
Are you starting to get the general idea, here? It's not terribly hard to assume what something does, try it, and then undo it when you mess it up.
|
Thu Nov 13, 2008 4:15 am |
|
|
Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
|
Re: Bayonet?
Azukki wrote: Actually, now that we have the emission starting/ending times, you could probably make an emitter based bayonet that doesn't kill it's deliverers.
oh yeah! i forgot about the Awesomenesszorzers of B22.
|
Thu Nov 13, 2008 4:40 am |
|
|
doolspin
Joined: Tue Nov 11, 2008 4:51 pm Posts: 24
|
Re: Bayonet?
Sweet, thanks guys. I'm going to start working on a WWII mod, i haven't seen one yet.
|
Fri Nov 14, 2008 3:46 pm |
|
|
Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
|
Re: Bayonet?
doolspin wrote: Sweet, thanks guys. I'm going to start working on a WWII mod, i haven't seen one yet. Yarr. viewtopic.php?f=1&t=12269&start=15&st=0&sk=t&sd=a&view=viewpollStill in development.
|
Sat Nov 15, 2008 6:38 am |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
Re: Bayonet?
doolspin, there has been tonnes of WW2 mods. so many, in fact, I may have to kill you for making one unless it's REALLY REALLY good. REALLY.
|
Sun Nov 16, 2008 7:49 am |
|
|
doolspin
Joined: Tue Nov 11, 2008 4:51 pm Posts: 24
|
Re: Bayonet?
Exalion wrote: doolspin, there has been tonnes of WW2 mods. so many, in fact, I may have to kill you for making one unless it's REALLY REALLY good. REALLY. Got any links?
|
Mon Nov 17, 2008 12:58 am |
|
|
|
|
Page 1 of 1
|
[ 9 posts ] |
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|