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Dead Mod and Spriting Problem [Don't Care Anymore] http://45.55.195.193/viewtopic.php?f=1&t=24752 |
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Author: | kungfuchan13 [ Sat Jul 23, 2011 6:27 am ] | ||
Post subject: | Dead Mod and Spriting Problem [Don't Care Anymore] | ||
Well, I made a mod, but it ends up killing Cortex Command when I try to shoot the gun. Here's the code: Code: AddEffect = MOPixel PresetName = Bullet LifeTime = 100000 Sharpness = 500 Mass = 100 GlobalAccScalar = 1 Color = Color R = 255 G = 255 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowSmall.bmp AddAmmo = AEmitter PresetName = ABCEIP Mass = 0.01 HitsMOs = 0 GetsHitByMOs = 0 LifeTime = 1000 SpriteFile = ContentFile FilePath = Base.rte/Actors/Clones/JetpackNozzle.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -4 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10 JointStiffness = 1 DrawAfterParent = 1 EmissionAngle = Matrix AngleDegrees = 270 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Bullet EmissionSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/Jet.wav LoopSetting = 1 BurstSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/JetStart.wav EndSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/JetEnd.wav EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 10000 BurstSize = 1 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 500 EmissionDamage = 1 Flash = Attachable CopyOf = Muzzle Flash Pistol FlashOnlyOnBurst = 0 AddAmmo = Magazine PresetName = PIECBA Mass = 1.50 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Ronin.rte/Devices/Weapons/Sprites/MagazinePistolLargeA.bmp FrameCount = 1 SpriteOffset = Vector X = -2 Y = -2 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 1 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 ParentOffset = Vector X = -2 Y = 1 DrawAfterParent = 0 RoundCount = -1 RTTRatio = 1 RegularRound = AEmitter CopyOf = ABCEIP TracerRound = None AddDevice = HDFirearm PresetName = Storm Description = Death to things... AddToGroup = Weapons Mass = 4 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Ronin.rte/Devices/Weapons/Sprites/UziA.bmp FrameCount = 2 SpriteOffset = Vector X = -5 Y = -2 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal 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 = 0 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -2 Y = 2 DrawAfterParent = 0 OneHanded = 1 StanceOffset = Vector X = 12 Y = 0 SharpStanceOffset = Vector X = 13 Y = -2 SupportOffset = Vector X = 4 Y = 2 SharpLength = 90 Magazine = Magazine CopyOf = PIECBA Flash = Attachable CopyOf = Muzzle Flash Pistol FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Sounds/Explode1.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 = 1000 ReloadTime = 0 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 0 SharpShakeRange = 0 NoSupportFactor = 0 ParticleSpreadRange = 0 ShellSpreadRange = 0 ShellAngVelRange = 0 MuzzleOffset = Vector X = 0 Y = 0 I patched this together... It's basically a bunch of pieces of code that I stringed together and edited a little... Well, if I could get some help, I would greatly appreciate it. Oops. Almost forgot. The spriting problem. So... I took the CC Palette from the Cortex Command Wiki and opened it in XP Paint. I only used the colors in the palette, but the sprite got killed anyways.
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Author: | kungfuchan13 [ Sat Jul 23, 2011 3:35 pm ] |
Post subject: | Re: Dead Mod and Spriting Problem |
Yeah... Well, I called the program "XP Paint", which I'm absolutely certain it is not called. The gun is buyable and wearable, but CC explodes (crashes) when you try to shoot it. I've had a little bit of modding experience (Taking the Ronin pistols and killing their code to make overpowered, underpriced guns.), but this is my first time messing with AEmitters. All of the mods I've made (I made two that can be counted as mods.) are based off of the Ronin Desert Eagle. I did some sprite work for the bullets of one of the guns I made, and that worked fine. (Yay! Sparkles!) Wow. That was a long, pointless block of text. Oh, yeah... I took the AEmitter part from the wiki and the HDFirearm part from one of my other mods, which, like I said before, I pulled from the Ronin Desert Eagle. I'm wondering if I should post my other, other mod on the forums, after respriting the gun... Oh. That's the end of my monologue. |
Author: | Miggles [ Sun Jul 24, 2011 12:01 am ] |
Post subject: | Re: Dead Mod and Spriting Problem |
When CC crashes, does it give an error report or just stop? |
Author: | kungfuchan13 [ Sun Jul 24, 2011 7:04 pm ] |
Post subject: | Re: Dead Mod and Spriting Problem |
No error message or anything, well, it just says "Cortex Command has encountered a problem and needs to quit. Sorry for the inconvenience." Okay. That's an error message. It doesn't explain anything about the error, though. T_T |
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