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HELP? http://45.55.195.193/viewtopic.php?f=1&t=14444 |
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Author: | Flammablezombie [ Tue Apr 28, 2009 4:55 pm ] |
Post subject: | 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! |
Author: | Roon3 [ Tue Apr 28, 2009 5:00 pm ] |
Post subject: | Re: SpriteAnimMode? |
"Search" is your friend: viewtopic.php?f=1&t=13419&p=250769& Also when firing the WEP001.bmp sprite will be displayed |
Author: | Flammablezombie [ Tue Apr 28, 2009 5:02 pm ] |
Post subject: | Re: SpriteAnimMode? |
I searched and didn't find that page. Thanks anyway. EDIT: There's nothing about HDFirearms. Sorry, it doesn't help. |
Author: | Flammablezombie [ Tue Apr 28, 2009 5:57 pm ] |
Post subject: | Re: SpriteAnimMode? |
Sorry for bump, but I really need the solution if there is one. |
Author: | Duh102 [ Tue Apr 28, 2009 6:22 pm ] |
Post subject: | 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. |
Author: | Flammablezombie [ Tue Apr 28, 2009 6:25 pm ] |
Post subject: | Re: SpriteAnimMode? |
So there's no way of making a missile jutting out of a launcher disappear after the clip is empty? |
Author: | Duh102 [ Tue Apr 28, 2009 6:29 pm ] |
Post subject: | 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. |
Author: | Flammablezombie [ Tue Apr 28, 2009 6:31 pm ] |
Post subject: | Re: SpriteAnimMode? |
AH... So instead of dropping to the ground it just disappears? |
Author: | Duh102 [ Tue Apr 28, 2009 6:32 pm ] |
Post subject: | Re: SpriteAnimMode? |
Yup. You can see an example of this in the Food Fight mod, "El Pollo Diablo". |
Author: | Roon3 [ Tue Apr 28, 2009 6:39 pm ] |
Post subject: | Re: SpriteAnimMode? |
Base.rte has an example, that and Ivan's BF mod, and the Unitech bow uses that technique. |
Author: | Flammablezombie [ Tue Apr 28, 2009 6:43 pm ] |
Post subject: | 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. |
Author: | 411570N3 [ Wed Apr 29, 2009 11:18 am ] |
Post subject: | Re: HELP? |
We're really going to need the code for this because what you've given us isn't enough information. |
Author: | ccontinisio [ Sun May 31, 2009 6:14 pm ] |
Post subject: | 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. |
Author: | Rawtoast [ Sun May 31, 2009 6:28 pm ] |
Post subject: | Re: HELP? |
Does "pingpong" mean it plays the animation forwards then backwards? |
Author: | ccontinisio [ Sun May 31, 2009 6:34 pm ] |
Post subject: | 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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