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 Attachbles to Weapons (Possible Types) 
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Joined: Tue Oct 16, 2007 9:50 pm
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Post Attachbles to Weapons (Possible Types)
Anyone know every kind of attachable allowed on a weapon?
I know:
Attachable
AEmitter (AddAemitter)
I tried HDFirearm out of curiosity and threw an error


Thu Jan 29, 2009 11:08 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: Attachbles to Weapons (Possible Types)
hideokuze wrote:
Attachable
AEmitter (AddAemitter)

Well, then you've got this down.

Attachables and AEmitters, that's all.


Fri Jan 30, 2009 2:14 am
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Post Re: Attachbles to Weapons (Possible Types)
then i guess ill try to make an aemitter activated by something to act as an attachable as in grenade launcher, or shotgun when the gun is being reloaded


Sat Jan 31, 2009 4:50 am
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Post Re: Attachbles to Weapons (Possible Types)
...


Last edited by Meteormike on Thu Apr 17, 2014 8:34 pm, edited 1 time in total.



Sat Jan 31, 2009 9:21 pm
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Post Re: Attachbles to Weapons (Possible Types)
first of all, go to your item code and add
Code:
   Buyable = 0
to it.
then, assuming it's a HDFirearm, add this to your actor code:
Code:
   AddInventory = HDFirearm
      CopyOf = Weapon Name Here


Sat Jan 31, 2009 11:57 pm
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Post Re: Attachbles to Weapons (Possible Types)
...


Last edited by Meteormike on Thu Apr 17, 2014 8:34 pm, edited 1 time in total.



Sun Feb 01, 2009 2:03 am
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Post Re: Attachbles to Weapons (Possible Types)
You forgot the Magazine.


Sun Feb 01, 2009 2:08 am
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Post Re: Attachbles to Weapons (Possible Types)
What? Oh Zalo, lord of the replicating coalition, god of the Air-Shark, please tell me what to do.


Sun Feb 01, 2009 4:45 am
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Post Re: Attachbles to Weapons (Possible Types)
I believe zalo was referring to the first post.


Sun Feb 01, 2009 4:50 am
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Post Re: Attachbles to Weapons (Possible Types)
...


Last edited by Meteormike on Thu Apr 17, 2014 8:34 pm, edited 1 time in total.



Sun Feb 01, 2009 4:56 am
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Post Re: Attachbles to Weapons (Possible Types)
i gave you exact instructions. you put buyable = 0 into the weapon code (wherever you've got the code for the weapon), and then add it to the actor's inventory with the AddInventory line. read your instructions my good man. and yes for ♥♥♥♥ sake use the presetname, its the only name the game knows for copyofs.


Sun Feb 01, 2009 5:44 am
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Joined: Thu Jun 26, 2008 8:18 am
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Post Re: Attachbles to Weapons (Possible Types)
This is a piece of code taken from Crobotech.


AddActor = AHuman
CopyOf= CR-Tech
InstanceName = Tech LR-5000
AddToGroup = Crobotech Outfitted

AddInventory = HDFirearm
CopyOf = LR-5000


As you can see, that's all there is too it. Just make sure the weapon you are adding to the character's inventory has it's code read before the actor. So, if they're in the same folder, make the Index.ini scan the weapon's folder first.

For the attachable... I suck at those. So... don't ask me about attachable.


Sun Feb 01, 2009 5:57 am
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Post Re: Attachbles to Weapons (Possible Types)
...


Last edited by Meteormike on Thu Apr 17, 2014 8:35 pm, edited 1 time in total.



Sun Feb 01, 2009 7:15 pm
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Post Re: Attachbles to Weapons (Possible Types)
ahah.
make your index.ini read your weapons before your actors.
so basically, assuming your weapons index is in mod.rte/weapons/index.ini and your actors index is at mod.rte/actors/index.ini, the code should be in this order in your main datamodule.
Code:
IncludeFile = mod.rte/weapons/index.ini
IncludeFile = mod.rte/actors/index.ini

this makes sure that the weapons are all defined before they are needed by the actors.


Tue Feb 03, 2009 12:05 am
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Post Re: Attachbles to Weapons (Possible Types)
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Tue Feb 03, 2009 5:08 am
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