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Lol im noob and i need helphalp! 8< http://45.55.195.193/viewtopic.php?f=1&t=13939 |
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Author: | Sakaali [ Sat Mar 14, 2009 9:48 am ] |
Post subject: | Lol im noob and i need helphalp! 8< |
So, i need a tutorial on how to make effects like sniper rifles long sight thingy. : D And how to set fire rate. And should i learn to LUA script so i know how to make a gun from a scratch? Sorry for my english. I know that it isn't the best. xD |
Author: | SpacePope [ Sat Mar 14, 2009 10:22 am ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
In your weapon's INI,put : RateOfFire = <number> The sight thingy is related to sharpness of the rounds,i think (not sure) |
Author: | Sakaali [ Sat Mar 14, 2009 10:28 am ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
SpacePope wrote: In your weapon's INI,put : RateOfFire = <number> The sight thingy is related to sharpness of the rounds,i think (not sure) Wich part of the gun.ini? Lol, i mean that where to in the text. xD |
Author: | manteli [ Sat Mar 14, 2009 10:46 am ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
You don't need to learn lua to make guns. Lua is for scenes/missions. |
Author: | SpacePope [ Sat Mar 14, 2009 11:03 am ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
Man,i assume you got a INI file where you wrote your weapon's code? Then write this shite here. |
Author: | 411570N3 [ Sat Mar 14, 2009 11:12 am ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
The aiming range is SharpLength I believe... |
Author: | Sakaali [ Sat Mar 14, 2009 11:49 am ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
SpacePope wrote: Man,i assume you got a INI file where you wrote your weapon's code? Then write this crap here. So this is a template. I haven't got time to edit this much. Exept weapon file + mag spots and stuff like that. Mostly visual stuff. E: Got the fire rate thingy fix'd Code: AddAmmo = MOSParticle PresetName = Gun Template Casing Mass = 0.05 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = First.rte/Images/Casing.bmp FrameCount = 5 SpriteOffset = Vector X = -2 Y = -2 AngularVel = 6 Atom = Atom Material = Material CopyOf = Bullet Casing TrailLength = 0 Framerate = 5 AddEffect = Attachable PresetName = Muzzle Flash Gun Template Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = First.rte/Images/MuzzleFlash.bmp FrameCount = 4 SpriteOffset = Vector X = 0 Y = -6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 100 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 3 Depth = 100 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 ScreenEffect = ContentFile FilePath = First.rte/Images/MuzzleGlow.bmp DrawAfterParent = 1 AddAmmo = Round PresetName = Round Gun Template ParticleCount = 1 Particle = MOPixel PresetName = Particle Gun Template Mass = 1 RestThreshold = 30 LifeTime = 1500 Sharpness = 30 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 143 G = 143 B = 143 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 155 G = 155 B = 155 TrailLength = 25 Shell = MOSParticle CopyOf = Gun Template Casing FireVelocity = 50 ShellVelocity = 800 Separation = 0 AddAmmo = Round CopyOf = Round Gun Template PresetName = Round Gun Template Tracer ParticleCount = 1 Particle = MOPixel CopyOf = Particle Gun Template PresetName = Particle Gun Template Tracer RestThreshold = 500 LifeTime = 1500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 247 G = 247 B = 147 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 45 AddAmmo = Magazine PresetName = Magazine Gun Template Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = First.rte/Images/Mag.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal 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 = 30 RTTRatio = 4 RegularRound = Round CopyOf = Round Gun Template TracerRound = Round CopyOf = Round Gun Template Tracer 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 = 15 MinVelocity = 5 GibWoundLimit = 1 AddDevice = HDFirearm PresetName = Gun Template Description = Azukki's Modding Templates -- Gun AddToGroup = Weapons Mass = 10 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = First.rte/Images/Gun.bmp FrameCount = 2 SpriteOffset = Vector X = -7 Y = -4 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 20 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 = 75 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 3 DrawAfterParent = 0 OneHanded = 0 StanceOffset = Vector X = 6 Y = 5 SharpStanceOffset = Vector X = 7 Y = -2 SupportOffset = Vector X = 5 Y = 4 SharpLength = 165 Magazine = Magazine CopyOf = Magazine Gun Template ParentOffset = Vector X = 3 Y = 1 Flash = Attachable CopyOf = Muzzle Flash Gun Rest is Soundshits and MICRO wateva gibshix |
Author: | Duh102 [ Sat Mar 14, 2009 2:20 pm ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
Sakaali wrote: SharpLength = 165 This is what you need to change. Usually, 600-700 should do you fine. Increase to 1000 if you feel adventurous, and 1500 if you want to see your own butt in the scope. Also, change the PresetNames first chance you get so you don't get things mixed up. |
Author: | Sakaali [ Mon Mar 16, 2009 3:31 pm ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
Okay, so now i'm trying to make weapon BLOW heads and stuff. I know a little more about this cc weapon scene thingy. So help me again. (::: |
Author: | SpacePope [ Mon Mar 16, 2009 4:38 pm ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
Rise Mass and Velocity of the roudn the weapon fires. |
Author: | teh somebody [ Mon Mar 16, 2009 5:37 pm ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
Also rising sharpness makes the round moar deadly. You should really download mod templates. |
Author: | SpacePope [ Mon Mar 16, 2009 8:33 pm ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
Basically,it'll pierce materials more easily. |
Author: | Geti [ Mon Mar 16, 2009 8:41 pm ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
you noobs suck. "make the bullet cut the crap out of the map without doing anymore damage, yupyup" goddamnit. look at the coalition sniper rifle for how to make a weapon fire bullets that blow heads off. basically you shoot an emitter that shoots about 5-12 bullets with its burst (BurstTriggered = 1, BurstSize = 5), fire that at a low speed and make it emit the particles at high speed. the only issue with this is that currently you can blow your legs off, which is fixed next build. ♥♥♥♥. edit: dont declare things like you know them if you dont. Making bullets heavier and faster is only good if you like either blowing your own arms off or playing with materials; as well as netting no extra damage from wounds, only from gibbing. doing it with a raised number of particles yields a more realistic end result. |
Author: | SpacePope [ Mon Mar 16, 2009 9:08 pm ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
No need to be rude like this. |
Author: | Exalion [ Tue Mar 17, 2009 7:05 am ] |
Post subject: | Re: Lol im noob and i need helphalp! 8< |
Ok, here's how you go about making a sniper in two different ways. 1. The Easy Way. You have your gun. It shoots rounds at high speed (FireVelocity variable!) And these rounds are heavy (mass variable) and sharp (sharpness variable). Play around with these. Remember: - making bullets too heavy will make your soldier explode when he pulls the trigger. - making bullets too light will make them bounce off enemies - making bullets too sharp will cut great holes through the terrain, which looks bad. - making bullets not sharp enough will make them bounce off enemies, or crush them if your mass/velocity is high enough - making bullets fire too fast can result in: A) your soldier exploding (see mass too high) B) your bullets could go so fast that the game doesn't realise they've hit something so they ignore actors. - Making bullets fire too slow will result in them falling out of the barrel like a grenade would. Bad. In summary, this way is easy but has issues which can't be solved unless you use... 2. The Crazy Complicated Awesome way There's more than one way too build a deadly sniper rifle. The problem you're most likely to have is that you want bullets that don't make your soldier explode when he fires the gun and don't cut holes through the map, but do make enemies explode violently. How to fix this. 1. Use This Method to fire an object at higher speeds with greater mass without needing to worry about your actor exploding or the round being too sharp (sharpness becomes irrelevant when your bullets travel at the speed of sound and weigh 3 tonnes). 2. Instead of firing a MOPixel, which is the standard tiny thin little bullet, fire a MOSRotating, which are objects in Cortex Command that can be anything from grenades to pieces of dead things. Make your MOSRotating have a low GibImpulseLimit and gib things like fiery death (see the code for explosive stuff). Or make it heavier. Remember though, MOSRotatings have to be fired at a slower speed than MOPixels (because of their sprites) or they do the same thing as MOPixels do when you fire them too fast: ignore things they hit. 3. Use A TDExplosive. That's CC nerd talk for A GRENADE!! make your gun fire the frag grenade to start with. This method doesn't work as well as 2, as grenades have their names above them, can be thrown back and have to have a timer, but it's always an option. 4. Use a combination of these methods. I've personally made a gun which fires A craft, which gibs into an actor, which gibs into fiery death. Snipers and cannons often work like this. gun -> fires AEmitter -> fires MOSRotating ->Explodes into MOPixels Although the current method of choice for most (as seen in Duh's tutorial) is Gun -> fires AEmitter (with many MOSRotating variables, like gibs, mass, even sharpness) -> explodes into MOPixels. Sorry if that was confusing, just ask if you don't understand something or need more info, and me (and other veteran modders hopefully) will be happy to help. |
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