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PKPenguin
Joined: Sun Jan 23, 2011 2:17 am Posts: 21
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Code Values
As a future modder, I think I need to start with these questions. QUESTIONS:1) Where can I find a weapons ammo value? (The number that determines how many shots you get before reloading) 2) Fire Frequency (The rate of a weapons fire) 3) Weapon Durability (Hits the weapon can take before flying out of your hands/breaking) 4) Actor agility (AKA Weight) 5) Actor durability Please reply with answers, preferably to all 5. Thankz. Also, see if you can fix these REALLY messed up graphics on my TEST mod. Totally optional. Note that this was an attempt at a mod with basics and learning the index, and WAS originally a dummy. EDIT: Alternate download for those who don't have 7-Zip.
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Thu Jan 27, 2011 2:40 am |
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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: Code Values
Your sprite is not in palette. Read the pinned topics.
1. The magazine code block. It should be evident. Read the variable names. 2) The hdfirearm code block. Again, read the variable names. 3) The hdfirearm code block; gibwoundlimit. 4) Actor code block; mass and a large number of complex other factors. 5) Use search.
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Thu Jan 27, 2011 2:51 am |
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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: Code Values
Nonsequitorian wrote: NormalTravelSpeed, SlowTravelSpeed or FastTravelSpeed Increasing these too far will result in increased terrain damage and bouncing around - both of which are counterproductive to agility. To properly increase agility you must learn about walkpaths and deepgroups, two of the parts of modding regarded as fairly difficult.
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Thu Jan 27, 2011 3:20 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Code Values
Actually, I believe DaTa has specified that only NormalTravelSpeed does anything when changed, and that the other two were supposed to be a actor feature that was never implemented.
Also its not a good thing to mess with an actors health, it messes up the price.
Example: You buy a modded Browncoat with 200 health for 90.oz but if you return it it will give you something like 300.oz back. This has a bad effect on gameplay value.
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Thu Jan 27, 2011 3:27 am |
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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: Code Values
That was partially fixed, but it's still generally a bad idea.
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Thu Jan 27, 2011 3:51 am |
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PKPenguin
Joined: Sun Jan 23, 2011 2:17 am Posts: 21
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Re: Code Values
Nonsequitorian wrote: Ok, here we go, this is all from my mem-card.
1) Ammo is located under the magazine, I think it's RoundCount, pretty obvious.
2) RoF is under the weapon. It's usually located in a large block of variables, this one's called RateOfFire, intuitive, ain't it?
3) Weapon durability is going to be at the bottom most of the time, though it doesn't really matter. It's called GibWoundLimit, gibs, as you will come to know, are the pieces that a broken thing turns into, be it shrapnel, parts or whatnot.
4) Weight and agility are different, weight is going to be under Mass in the part where you define a name and such, it will say AddActor = (this can be anything from AHuman to ACrab to plain ye olde Actor). Agility can also mean walking speed, this will be under a long list of variables and vectors, which will be under something that has to do with LimbPath (WalkLimbPath, ClimbLimbPath), it will say something like NormalTravelSpeed, SlowTravelSpeed or FastTravelSpeed, all of these will improve agility, but don't overdo it.
5) This is a tricky one, the traditional answer is to up on GibWoundLimit and GibImpulseLimit. Never, ever, change Health. You could also change the material, which can make something tougher. This can be used to make a virtually indestructible dude. This will be under AtomGroup and DeepGroup, they will have a material variable (Civilian Stuff, Military Stuff, Metal) change it with something in the Materials.ini in Base.rte.
Your welcome, have a nice day.
I was ninja'd, but my answer is a bit more thorough. Excellentai. Noobie question, does a higher value faster or slower?
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Thu Jan 27, 2011 5:18 pm |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Code Values
Putting in a higher value will make the actor walk faster.
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Thu Jan 27, 2011 5:33 pm |
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PKPenguin
Joined: Sun Jan 23, 2011 2:17 am Posts: 21
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Re: Code Values
Numgun come back wrote: Putting in a higher value will make the actor walk faster. Better... But I'll need a better example. For instance, the gibwoundlimit on guns; if this is a higher value, will it be easier or harder to break? Almost answered...
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Thu Jan 27, 2011 7:59 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Code Values
>_>
It's called gibwoundLIMIT, so yeah, the higher the more it can take.
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Thu Jan 27, 2011 8:00 pm |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Code Values
Lol, Non. What do you mean by "A better example" PK? If you change the line "NormalTravelSpeed" in an actors code to a higher value, it will make the actor walk faster.
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Fri Jan 28, 2011 12:34 am |
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PKPenguin
Joined: Sun Jan 23, 2011 2:17 am Posts: 21
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Re: Code Values
Numgun come back wrote: Lol, Non. What do you mean by "A better example" PK? If you change the line "NormalTravelSpeed" in an actors code to a higher value, it will make the actor walk faster. I need a better example in Wep values, like RoF and RoundCount. (Is it called roundcount?) Oh, and something I neglected to ask earlier. What is the value for reloading time called? Do you reload faster if this number is higher, or lower?
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Sat Jan 29, 2011 2:26 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Code Values
Well think about it logically. If it's name is reload time, that must mean by increasing it you are increasing a time-based value, so it must be longer. It can be found under the HDFirearm.
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Sat Jan 29, 2011 2:35 am |
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PKPenguin
Joined: Sun Jan 23, 2011 2:17 am Posts: 21
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Re: Code Values
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Sat Jan 29, 2011 4:54 am |
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PKPenguin
Joined: Sun Jan 23, 2011 2:17 am Posts: 21
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Re: Code Values
'Nudder question (already?!?)
What is actors WEIGHT value? Higher for lighter (doubt it)?
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Sat Jan 29, 2011 8:06 am |
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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: Code Values
Mass. Higher for heavier.
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Sat Jan 29, 2011 11:35 am |
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