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CC crashes when i fire
http://45.55.195.193/viewtopic.php?f=1&t=13879
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Author:  SouthSide [ Sat Mar 07, 2009 8:11 pm ]
Post subject:  CC crashes when i fire

Im making a different sniper now :P
It loads and looks fine, yet when i fire the thing CC crashes
Could this be from the Couter Strike sounds im using?

Code:
AddAmmo = Magazine
   PresetName = BloodHound Mag
   Mass = 5
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Radeon.rte/Devices/Weapons/Sprites/MagazineSniperA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -3
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 3
      Depth = 1
   DeepCheck = 1
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = -3
   DrawAfterParent = 0
   RoundCount = 6
   RTTRatio = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 5
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 30
      MinVelocity = 15
   GibWoundLimit = 1

AddDevice = HDFirearm
   PresetName = BloodHound
   Description = This Sniper unleashes Flaming Hell upon the victims unsuspecting head.
   AddToGroup = Radeon Weapons
   AddToGroup = Weapons
   Mass = 18
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Radeon.rte/Devices/Weapons/Sprites/BloodHoundA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -20
      Y = -6
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 125
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 1
   JointStrength = 200
   JointStiffness = 0.5
   JointOffset = Vector
      X = -10
      Y = 2
   DrawAfterParent = 0
   OneHanded = 0
   StanceOffset = Vector
      X = 6
      Y = 4
   SharpStanceOffset = Vector
      X = 8
      Y = -4
   SupportOffset = Vector
      X = -2
      Y = 5
   SharpLength = 750
   Magazine = Magazine
      CopyOf = BloodHound Mag
      ParentOffset = Vector
         X = -2
         Y = 1
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Radeon.rte/Devices/Weapons/HeavyShot.wav
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Sounds/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Radeon.rte/Devices/Weapons/Reload1.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Radeon.rte/Devices/Weapons/Reload2.wav
   RateOfFire = 150
   ReloadTime = 2500
   FullAuto = 0
   FireIgnoresThis = 1
   ShakeRange = 2
   SharpShakeRange = 0
   NoSupportFactor = 1.5
   ParticleSpreadRange = 0
   ShellSpreadRange = 8
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 34
      Y = 0
   EjectionOffset = Vector
      X = -3
      Y = -1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 3
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 5
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 10
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibWoundLimit = 7

Author:  vagyr [ Sat Mar 07, 2009 8:18 pm ]
Post subject:  Re: CC crashes when i fire

mayby go and get some .ogg files for your sounds...

Author:  SouthSide [ Sat Mar 07, 2009 8:26 pm ]
Post subject:  Re: CC crashes when i fire

can i convert these
and i used .wav before and had no problem

Author:  vagyr [ Sat Mar 07, 2009 8:46 pm ]
Post subject:  Re: CC crashes when i fire

not sure how...
ok...
can you upload the mod???
or describe exacly what the problem is???

Author:  SouthSide [ Sat Mar 07, 2009 8:59 pm ]
Post subject:  Re: CC crashes when i fire

Thats just it I dont know the problem
it just crashes when i shoot

if you (or anyone) could give me new sniper sounds to try cuz i think to one im using is to large

Author:  vagyr [ Sat Mar 07, 2009 9:01 pm ]
Post subject:  Re: CC crashes when i fire

have you tried to take the original sounds???
i mean take the sounds from the original game...
if they work then you will have your problem...
if the game still crashes thet try to reinstall the mod or reintall the whole game.

Author:  CrazyMLC [ Sat Mar 07, 2009 9:12 pm ]
Post subject:  Re: CC crashes when i fire

Wheres the gibimpulselimit?

Author:  SouthSide [ Sat Mar 07, 2009 9:13 pm ]
Post subject:  Re: CC crashes when i fire

I cant reinstall the mod, becuase the mod is mine
and i tryed all the original sounds, but nothing really worked.

Author:  CrazyMLC [ Sat Mar 07, 2009 9:49 pm ]
Post subject:  Re: CC crashes when i fire

I checked the code and it doesn't have rounds to shoot.
insert
(tab)RegularRound = Round
(tabtab)CopyOf = (Round)
(tab)TracerRound = Round
(tabtab)CopyOf = (Round)
After RTTRatio.

Author:  vagyr [ Sat Mar 07, 2009 10:00 pm ]
Post subject:  Re: CC crashes when i fire

now than you say it...
there is only the magazine and the actual weapon...
ahem...
uuum...
a flashy ammo(i used it to make the T'au pulse rifle bullets)
Code:
AddEffect = MOPixel
   InstanceName = Particle Rail Glow
   Mass = 0.013
   //RestThreshold = 500
   GlobalAccScalar = 0
   LifeTime = 500
   Sharpness = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   Color = Color
      R = 0
      G = 0
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 200
         G = 200
         B = 255
      TrailLength = 25
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/BlueSmall.bmp
   EffectStartTime = 0
   EffectStopTime = 500
   EffectStartStrength = 1.0
   EffectStopStrength = 0.1
   EffectAlwaysShows = 1

AddEffect = MOPixel
   InstanceName = Particle 1
   Mass = 0.5
   RestThreshold = 500
   LifeTime = 300
   Sharpness = 10
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 255
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Metal
      TrailColor = Color
         R = 100
         G = 100
         B = 255
      TrailLength = 40

AddAmmo = AEmitter
   PresetName = Particle Rail Rifle
   Mass = 5
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Coalition.rte/Devices/Rifles/SniperCasing.bmp
   LifeTime = 1
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = -9
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle 1
      ParticlesPerMinute = 1
      BurstSize = 2
      Spread = 0.0
      MaxVelocity = 220
      MinVelocity = 190
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Rail Glow
      ParticlesPerMinute = 1
      BurstSize = 6
      Spread = 0.0
      MaxVelocity = 120
      MinVelocity = 10
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Rail Glow
         PresetName = Particle Rail Glow Large
         ScreenEffect = ContentFile
            FilePath = Base.rte/Effects/Glows/BlueBig.bmp
         EffectStartTime = 0
         EffectStopTime = 500
         EffectStartStrength = 0.9
         EffectStopStrength = 0.1
         EffectAlwaysShows = 1
      ParticlesPerMinute = 1
      BurstSize = 3
      Spread = 0.0
      MaxVelocity = 100
      MinVelocity = 10
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstTriggered = 1

AddAmmo = Round
   InstanceName = Round 1
   ParticleCount = 1
   Particle = AEmitter
      CopyOf = Particle Rail Rifle
   Shell = None
   FireVelocity = 10
   ShellVelocity = 0
   Separation = 0


yes i know than this is a foroum rape but i am bored now and i lost the link to copy paste website...

Author:  SouthSide [ Sat Mar 07, 2009 10:33 pm ]
Post subject:  Re: CC crashes when i fire

One last thing
What do i name the round
or wait a second XD
nvm
trying it out now

Author:  SouthSide [ Sat Mar 07, 2009 10:45 pm ]
Post subject:  Re: CC crashes when i fire

k now its friggin out at the atom part
exactly what is above line 14

Author:  vagyr [ Sun Mar 08, 2009 8:33 am ]
Post subject:  Re: CC crashes when i fire

awww...
what did i forget to put in???
did you copied all of them???
and fixed the magazine???
the magazine sould be exacly like this
Code:

AddAmmo = Magazine
   InstanceName = BloodHound Mag
   Mass = 2
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Radeon.rte/Devices/Weapons/Sprites/MagazineSniperA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 28
      Y = -5
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Grass
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Grass
      Resolution = 3
      Depth = 1
   DeepCheck = 1
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = -3
   ParentOffset = Vector
      X = 1
      Y = 0
   DrawAfterParent = 0
   RoundCount = 50
   RTTRatio = 4
   RegularRound = Round
      CopyOf = Round 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Tiny Smoke Ball 1
      Count = 10
      Spread = 1
      MaxVelocity = 4
      MinVelocity = 4
   GibImpulseLimit = 0.00001



just copy and paste theese new lines of cone in the gun...
the order must be this
1 the projectile
2 the magazine
3 the actual gun

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