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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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HELP?
I CAN'T GET THIS CODE TO WORK! And it's just edited M1600 code... Is there some kind of lock on Base code? Here's the error: Code: RTE Aborted! (x_x)
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/Reader.cpp, line 530, because:
Could not match property in W3B.rte/Weapons/Auto-Blaster.ini at line 1!
Abortscreen, blah, blah, blah.
Is it something to do with the - in the .ini title? It's just M1600 code so don't ask what the code is. It gives me the same error at lines 9-14. Fiddled with it, now it's not 9-14, but 53! I really can't see the problem, I even removed the magazine, round and bullet code, and loaded them in Direct from the Ronin files! But it still hates line 1!
Last edited by Flammablezombie on Tue Apr 28, 2009 7:09 pm, edited 3 times in total.
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Tue Apr 28, 2009 4:55 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: SpriteAnimMode?
" Search" is your friend: viewtopic.php?f=1&t=13419&p=250769&Also when firing the WEP001.bmp sprite will be displayed
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Tue Apr 28, 2009 5:00 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: SpriteAnimMode?
I searched and didn't find that page. Thanks anyway. EDIT: There's nothing about HDFirearms. Sorry, it doesn't help.
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Tue Apr 28, 2009 5:02 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: SpriteAnimMode?
Sorry for bump, but I really need the solution if there is one.
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Tue Apr 28, 2009 5:57 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: SpriteAnimMode?
I think HDFirearms work like this. The first frame is what is displayed when not being fired, then any extra frames are displayed randomly when firing. So, having a weapon with three frames, firing the weapon would switch between 0 and 1, then 0 and 2, or 0 and 1 again, and so forth. I could be wrong, it might be that HDFirearms just ignore any frames after 001.
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Tue Apr 28, 2009 6:22 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: SpriteAnimMode?
So there's no way of making a missile jutting out of a launcher disappear after the clip is empty?
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Tue Apr 28, 2009 6:25 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: SpriteAnimMode?
Ah, you should have said so. 1. Make your weapon sprite the empty mode. 2. Make your magazine the missile part. 3. Set your magazine so that it is wherever you want it on your weapon. 4. Set your magazine "Discardable = 0". 5. Profit.
This makes it so that the magazine just disappears when you start the reload process, thus your missiles disappear.
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Tue Apr 28, 2009 6:29 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: SpriteAnimMode?
AH... So instead of dropping to the ground it just disappears?
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Tue Apr 28, 2009 6:31 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: SpriteAnimMode?
Yup. You can see an example of this in the Food Fight mod, "El Pollo Diablo".
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Tue Apr 28, 2009 6:32 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: SpriteAnimMode?
Base.rte has an example, that and Ivan's BF mod, and the Unitech bow uses that technique.
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Tue Apr 28, 2009 6:39 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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HELP?
Okay, thread topic changed to this: I CAN'T GET THIS CODE TO WORK! And it's just edited M1600 code... Is there some kind of lock on Base code? Here's the error: Code: RTE Aborted! (x_x)
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/Reader.cpp, line 530, because:
Could not match property in W3B.rte/Weapons/Auto-Blaster.ini at line 1!
Abortscreen, blah, blah, blah.
Is it something to do with the - in the .ini title? It's just M1600 code so don't ask what the code is.
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Tue Apr 28, 2009 6:43 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: HELP?
We're really going to need the code for this because what you've given us isn't enough information.
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Wed Apr 29, 2009 11:18 am |
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ccontinisio
Joined: Tue May 19, 2009 12:54 pm Posts: 27
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Re: HELP?
I know I'm reviving an old thread but it's only a small question and doesn't need a new discussion...
I see on the wiki that the SpriteAnimMode values are like this:
* 0 = NOANIM * 1 = ALWAYSLOOP * 2 = ALWAYSRANDOM * 3 = ALWAYSPINGPONG * 4 = LOOPWHENMOVING * 5 = LOOPWHENOPENCLOSE * 6 = PINGPONGOPENCLOSE
I tried them and 0, 1, 2 and 4 work. 3, 5 and 6 do not. Do they work for you? I'm trying to make them work for my dropship, I guess that "pingpongopenclose" IS for dropships.
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Sun May 31, 2009 6:14 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: HELP?
Does "pingpong" mean it plays the animation forwards then backwards?
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Sun May 31, 2009 6:28 pm |
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ccontinisio
Joined: Tue May 19, 2009 12:54 pm Posts: 27
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Re: HELP?
Rawtoast wrote: Does "pingpong" mean it plays the animation forwards then backwards? I guess so, but it doesn't work. Does it for you?
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Sun May 31, 2009 6:34 pm |
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