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			| hideokuze 
					Joined: Tue Oct 16, 2007 9:50 pm
 Posts: 40
   |   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
 
 
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			| Thu Jan 29, 2009 11:08 pm | 
					
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			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: Attachbles to Weapons (Possible Types)hideokuze wrote: AttachableAEmitter (AddAemitter)
Well, then you've got this down. Attachables and AEmitters, that's all.
 
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			| Fri Jan 30, 2009 2:14 am | 
					
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			| hideokuze 
					Joined: Tue Oct 16, 2007 9:50 pm
 Posts: 40
   |   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 
 
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			| Sat Jan 31, 2009 4:50 am | 
					
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			| Meteormike 
					Joined: Fri Oct 24, 2008 5:36 am
 Posts: 31
 Location: Wichita, KS
   |   Re: Attachbles to Weapons (Possible Types)... 
 
 
    							Last edited by Meteormike on Thu Apr 17, 2014 8:34 pm, edited 1 time in total. 
 
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			| Sat Jan 31, 2009 9:21 pm | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Attachbles to Weapons (Possible Types)first of all, go to your item code and add  to it. then, assuming it's a HDFirearm, add this to your actor code: Code:    AddInventory = HDFirearmCopyOf = Weapon Name Here
 
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			| Sat Jan 31, 2009 11:57 pm | 
					
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			| Meteormike 
					Joined: Fri Oct 24, 2008 5:36 am
 Posts: 31
 Location: Wichita, KS
   |   Re: Attachbles to Weapons (Possible Types)... 
 
 
    							Last edited by Meteormike on Thu Apr 17, 2014 8:34 pm, edited 1 time in total. 
 
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			| Sun Feb 01, 2009 2:03 am | 
					
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			| zalo 
					Joined: Sat Feb 03, 2007 7:11 pm
 Posts: 1496
   |   Re: Attachbles to Weapons (Possible Types)You forgot the Magazine. 
 
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			| Sun Feb 01, 2009 2:08 am | 
					
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			| Meteormike 
					Joined: Fri Oct 24, 2008 5:36 am
 Posts: 31
 Location: Wichita, KS
   |   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. 
 
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			| Sun Feb 01, 2009 4:45 am | 
					
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			| MaGmA 
					Joined: Fri Mar 21, 2008 4:09 am
 Posts: 65
   |   Re: Attachbles to Weapons (Possible Types)I believe zalo was referring to the first post. 
 
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			| Sun Feb 01, 2009 4:50 am | 
					
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			| Meteormike 
					Joined: Fri Oct 24, 2008 5:36 am
 Posts: 31
 Location: Wichita, KS
   |   Re: Attachbles to Weapons (Possible Types)... 
 
 
    							Last edited by Meteormike on Thu Apr 17, 2014 8:34 pm, edited 1 time in total. 
 
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			| Sun Feb 01, 2009 4:56 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   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. 
 
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			| Sun Feb 01, 2009 5:44 am | 
					
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			| Zinc 
					Joined: Thu Jun 26, 2008 8:18 am
 Posts: 241
   |   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.
 
 
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			| Sun Feb 01, 2009 5:57 am | 
					
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			| Meteormike 
					Joined: Fri Oct 24, 2008 5:36 am
 Posts: 31
 Location: Wichita, KS
   |   Re: Attachbles to Weapons (Possible Types)... 
 
 
    							Last edited by Meteormike on Thu Apr 17, 2014 8:35 pm, edited 1 time in total. 
 
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			| Sun Feb 01, 2009 7:15 pm | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   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.iniIncludeFile = mod.rte/actors/index.ini
this makes sure that the weapons are all defined before they are needed by the actors.
 
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			| Tue Feb 03, 2009 12:05 am | 
					
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			| Meteormike 
					Joined: Fri Oct 24, 2008 5:36 am
 Posts: 31
 Location: Wichita, KS
   |   Re: Attachbles to Weapons (Possible Types)... 
 
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			| Tue Feb 03, 2009 5:08 am | 
					
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