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Offhand Problem
http://45.55.195.193/viewtopic.php?f=1&t=21409
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Author:  Antonius [ Sun Feb 06, 2011 1:41 am ]
Post subject:  Offhand Problem

So i decided to make an offhand dreadnought MG, but it just don't want to appear in the Shields section. i have OneHanded, Buyable and AddToGroup, so i have absolutely no idea what i have done wrong. I'm fail at coding for the most part, so i sort of expect the answer to be a little obvious.
heres the whole ini:
Code:
AddDevice = HDFirearm
   PresetName = Offhand Dreadnought MG
   AddToGroup = Shields
   Mass = 10
   HitsMOs = 0
   GetsHitByMOs = 1
   Buyable = 1
   SpriteFile = ContentFile
      FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeE.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -3
   EntryWound = AEmitter
      CopyOf = Dent Metal Light
   ExitWound = AEmitter
      CopyOf = Dent Metal Light
   GoldValue = 0
   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 = 80
   JointStiffness = 0.5
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 0
   ParentOffset = Vector
      X = 10
      Y = -1
   StanceOffset = Vector
      X = 0
      Y = 0
   SharpStanceOffset = Vector
      X = 0
      Y = 0
   SupportOffset = Vector
      X = 0
      Y = 0
   SharpLength = 165
   Magazine = Magazine
      PresetName = Magazine Dreadnought MG
      Mass = 2
      HitsMOs = 0
      GetsHitByMOs = 0
      SpriteFile = ContentFile
         FilePath = Base.rte/Null.bmp
      FrameCount = 1
      SpriteOffset = Vector
         X = -1
         Y = -1
      EntryWound = AEmitter
         CopyOf = Dent Metal Light
      ExitWound = AEmitter
         CopyOf = Dent Metal Light
      AtomGroup = AtomGroup
         PresetName = Atom Group Null
         AutoGenerate = 1
         Material = Material
            CopyOf = Air
         Resolution = 0
         Depth = 0
      DeepGroup = AtomGroup
         PresetName = Atom Group Null
         AutoGenerate = 1
         Material = Material
            CopyOf = Air
         Resolution = 0
         Depth = 0
      DeepCheck = 0
      JointStrength = 200
      JointStiffness = 1
      JointOffset = Vector
         X = 0
         Y = 0
      DrawAfterParent = 0
      RoundCount = 100
      RTTRatio = 4
      RegularRound = Round
         CopyOf = Round SMG
      TracerRound = Round
         CopyOf = Round SMG Tracer
      Discardable = 0
      ParentOffset = Vector
         X = 2
         Y = 1
   Flash = Attachable
      CopyOf = Muzzle Flash SMG
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1601.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1602.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1603.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1604.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1605.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1606.wav
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadStart.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadEnd.wav
   RateOfFire = 950
   ReloadTime = 2500
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 20
   OneHanded = 1
   SharpShakeRange = 5
   NoSupportFactor = 1
   ParticleSpreadRange = 3
   ShellSpreadRange = 8
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 6
      Y = 0
   EjectionOffset = Vector
      X = -5
      Y = 4
   GibImpulseLimit = 0.1
   GibWoundLimit = 8
//   GibSound = Sound
//      CopyOf = Bone Crack

Author:  Dylanhutch [ Sun Feb 06, 2011 4:37 am ]
Post subject:  Re: Offhand Problem

Welcome to the Forums Antonius!




You have it in the wrong place.

It should be just after "DrawAfterParent = #"



Example:
Code:
   GoldValue = 40
   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 = 0
   JointStrength = 75
   JointStiffness = 0.5
   JointOffset = Vector
      X = -1
      Y = 3
   DrawAfterParent = 0
   OneHanded = 1                    //


So your code would be This.

Author:  Antonius [ Sun Feb 06, 2011 12:21 pm ]
Post subject:  Re: Offhand Problem

Tried, doesn't work. I have the dreadnought MG in another .ini than the riot shield, so that maybe have something to do with it.

Author:  411570N3 [ Sun Feb 06, 2011 1:02 pm ]
Post subject:  Re: Offhand Problem

That wouldn't make a difference, nor would the placement of the OneHanded line.

Author:  Antonius [ Mon Feb 07, 2011 8:39 pm ]
Post subject:  Re: Offhand Problem

Hey i still have problems with getting this to work!

Author:  p3lb0x [ Mon Feb 07, 2011 8:50 pm ]
Post subject:  Re: Offhand Problem

Have you tried equipping another weapon in game that isn't off hand? I had the same problem when I first started doing off hand weapons. It was working, I just wasn't using another weapon to take the main hand slot.

Author:  Antonius [ Mon Feb 07, 2011 9:26 pm ]
Post subject:  Re: Offhand Problem

No, what i can't get to work, is that it still won't appear in the shields section.

Author:  Antonius [ Tue Feb 08, 2011 2:58 pm ]
Post subject:  Re: Offhand Problem

I tried with another weapon (YAK-47) But with no success.
What the heck is this?

Author:  Antonius [ Wed Feb 09, 2011 4:02 pm ]
Post subject:  Re: Offhand Problem

Why isn't anyone helping me anymore?

Author:  Antonius [ Wed Feb 09, 2011 4:49 pm ]
Post subject:  Re: Offhand Problem

Never mind, i just figured out what indexes do.

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