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Making my mod and I'm a little confused http://45.55.195.193/viewtopic.php?f=1&t=30887 |
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Author: | Remikih [ Sat Apr 21, 2012 4:32 pm ] |
Post subject: | Making my mod and I'm a little confused |
Well, to be honest, it's the first time I've made a mod for Cortex Command. (I thought a gun would be simpler than an actor and I thought I'd start there!) So, I had a look at the explanation for what each line is (By Major) and how to find the offset (by Azukki) and I get that much. But some of it doesn't really make sense to me and I was wondering if I could get some help on figuring the lines out. The lines are; Code: SpriteOffset = Vector // Defines where the sprite is located, from the upper left corner of the sprite. X = 0 // How far to the right the sprite will be located, in pixels. Negative is Left. Y = 0 // How far down the sprite will be located, in pixels. Negative is Up. ParentOffset = Vector // Defines where the object is located on the object it is attached to, from the upper left corner of the sprite. Here this object is an HDFirearm. X = -3 // How far to the right the Object will be located, in pixels. Negative is Left. Y = 0 // How far down the Object will be located, in pixels. Negative is Up. What I don't get is that - is it telling me where the sprite's middle is with SpriteOffset and where it'll be in relation to that with ParentOffset? Another thing I don't get - With the code, there's two sets of AddAmmo = Round. One the Pistol Tracer Round and one the Pistol Round. What's the difference? Do I need to have both of them? What'll happen if I don't? Thanks in advance. Sorry if this questions already been answered, I couldn't find it. :s |
Author: | Azukki [ Sat Apr 21, 2012 8:59 pm ] |
Post subject: | Re: Making my mod and I'm a little confused |
You've got a parent offset on the gun? You're sure it's not the magazine of the gun that has a parent offset? The tracers are just more visible rounds. Look closely, and you'll see that with some weapons in the game, every third or so shot is yellow instead of grey? That's the tracer. RTTRatio is how often in the magazine they appear. Tracers aren't needed, and not even really suitable except for in automatic guns. They're just an extra feature to spruce it up. You can delete the tracer rounds if you want, but you'll also have to the delete the magazine's reference to the tracers. There should be two lines, one with "TracerRounds = Round" and another beneath with "CopyOf = Pistol Tracer Round." Delete those lines, and the tracer round "AddAmmo = Round [blahblah]" if you want to simplify it all down to one round. |
Author: | Remikih [ Sun Apr 22, 2012 11:10 am ] |
Post subject: | Re: Making my mod and I'm a little confused |
Well, if it's any help, here's what I've got so far. The parentoffset was on the magazine, I should have said that (the tutorial was for a pistol, trying to make an auto). It's probably pretty messy and if you can pick up any errors it'd be appreciated. Tracers, okay, so should I use it here? Also, when I tried to run it, I got this message: Quote: Abortion in file .\System\Reader.cpp, line 534, because: Could not match property in Brank.rte\Devices\GerundAR\Gun.ini at line 1! The last frame has been dumped to 'abortscreen.bmp' And I dunno what the problem is :s (Oh, and explanations to what any offsets are and how to position them, it'd be appreciated. or maybe I should reread the tuts.) Code: AddEffect = MOPixel PresetName = Bullet Gerund AR Mass = 0.1 LifeTime = 820 Sharpness = 30 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 81 G = 81 B = 81 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 120 G = 120 B = 120 TrailLength = 38 AddEffect = MOPixel CopyOf = Bullet Gerund AR PresetName = Tracer Gerund AR Mass = 0.2 Sharpness = 40 Color = Color R = 100 G = 100 B = 100 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 150 G = 150 B = 150 TrailLength = 44 //Ammo AddAmmo = Round PresetName = Round Gerund AR ParticleCount = 2 Particle = MOPixel CopyOf = Bullet Gerund AR Shell = MOSParticle CopyOf = Casing FireVelocity = 200 ShellVelocity = 10 Separation = 0 AddAmmo = Round PresetName = Tracer GerundAR ParticleCount = 2 Particle = MOPixel CopyOf = Tracer Gerund AR Shell = MOSParticle CopyOf = Casing FireVelocity = 260 ShellVelocity = 10 Separation = 0 //Magazines AddAmmo = Magazine PresetName = Magazine Gerund AR Mass = 2 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Brank.rte/Devices/Sprites/GerundARMagazine.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 ParentOffset = Vector X = 4 Y = -5 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 = 1 JointStrength = 200 JointStiffness = 0.5 JointOffset = Vector X = 1 Y = 3 DrawAfterParent = 0 RoundCount = 10 RTTRatio = 3 RegularRound = Round CopyOf = Round Gerund AR TracerRound = Round CopyOf = Tracer GerundAR //Devices AddDevice = HDFirearm PresetName = Gerund AR AddToGroup = Weapons Description = An accurate, fast firing assault rifle, though doesn't do much damage. Mass = 9 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Brank.rte/Devices/Sprites/GerundAR.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -4 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 70 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 = 2 DeepCheck = 1 JointStrength = 100 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 1 DrawAfterParent = 0 OneHanded = 0 StanceOffset = Vector X = 10 Y = 2 SharpStanceOffset = Vector X = 11 Y = 0 SupportOffset = Vector X = 2 Y = 3 SharpLength = 125 Magazine = Magazine CopyOf = Magazine Gerund AR ParentOffset = Vector X = 0 Y = 0 Flash = Attachable CopyOf = Muzzle Flash Pistol FireSound = Sound AddSample = ContentFile FilePath = Brank.rte/Devices/MuterFire.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 = 10 ReloadTime = 900 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 10 SharpShakeRange = 3 NoSupportFactor = 1.5 ParticleSpreadRange = 0 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 1 Y = 14 EjectionOffset = Vector X = 4 Y = -5 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 3 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 10 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 4 |
Author: | Azukki [ Sun Apr 22, 2012 7:51 pm ] |
Post subject: | Re: Making my mod and I'm a little confused |
It says there's a problem at line one, but line one looks fine. That usually means that the problem is actually something in the Index.ini, usually formatting. Check that out, and post it if you can't find anything wrong with it yourself. As for offsets, I'm likely not going to be able to explain much better than I did in the tutorial unless you have some specific questions. |
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