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B27 New Modding Stuff
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Author:  CaveCricket48 [ Sun Jun 03, 2012 7:55 pm ]
Post subject:  B27 New Modding Stuff

Compilation of new modding features and/or bugs in build 27. The list is incomplete at the moment, will fill with more.

> INI variable "AirThreshold" for MOs that applies AirResistance only when the MO's velocity is above the set value.

> INI variable "RecoilTransmission" for HDFirearms notes how much recoil is applied to the weapon/user (1.0 is full recoil, 0.5 is half, 2.0 is double, etc.).

> Faction loadouts.

> SceneMan:CastMORay() and SceneMan:CastObstacleRay() have a new argument.

> Lua variable "myObject.IgnoresTeamHits" makes the object ignore collisions with objects on the same team.

> Descriptions will be displayed when you hover over a tech icon if there's a description in the Index of that Tech.
Code:
DataModule
   ModuleName = Browncoat Tech
   IconFile = ContentFile
      Path = Browncoats.rte/ModuleIcon.bmp
   Description = A strong mercenary group who are fearsome when confronted up-close. What they lack in range is made up for in durability, allowing them to close distances while soaking bullets.


> To get a faction to be able to be used in the Metagame, put "Tech" in the ModuleName of that Tech.
Code:
DataModule
   ModuleName = Browncoat Tech

Author:  Voxxitronic [ Mon Jun 04, 2012 12:56 am ]
Post subject:  Re: B27 New Modding Stuff

I can't wait to really mess with some of this stuff, especially faction loadouts. eeeee

Also, thanks for listing the variable that toggles friendly fire. I rather dislike having to find armed test subjects for my weapons.

Author:  Asklar [ Mon Jun 04, 2012 7:02 am ]
Post subject:  Re: B27 New Modding Stuff

I know this will sound stupid but, how does the .IgnoreTeamHits variable work? I used it on a craft I'm creating, on the function Create(self), like this "self.IgnoreTeamHits = true", but it's not working. I'm either using it wrong, or most probably there is another part of the script screwing that thing up.

Author:  CaveCricket48 [ Mon Jun 04, 2012 11:27 am ]
Post subject:  Re: B27 New Modding Stuff

That should be ".IgnoresTeamHits".

Author:  Asklar [ Mon Jun 04, 2012 9:04 pm ]
Post subject:  Re: B27 New Modding Stuff

That explains much.
Thanks!

Author:  NikolaiLev [ Mon Jun 04, 2012 10:34 pm ]
Post subject:  Re: B27 New Modding Stuff

I'm trying to figure out what makes vanilla bullets ignore teammates. Is it just hardcoded/internal? I searched all over the CC folder and can't find anything about it.

Is it a function of the bullets, or the actors?

Author:  4zK [ Tue Jun 12, 2012 7:09 pm ]
Post subject:  Re: B27 New Modding Stuff

I think friendly bullets will always ignore teammates by default. The exception is to modify it with lua, which has the .IgnoreTeamHits function. Gib particles do hit teammates though, it'd be silly to use explosives without having the risk of hurting your allies.

There's also the new weapon property RecoilTransmission in the .ini code. It modifies the amount of recoil that actually applies to the actor when fired. 1 would be the default recoil, 0.1 = 10% of it, 2 = the recoil doubled, and so on. in case anyone was wondering

Author:  CaveCricket48 [ Wed Jun 13, 2012 12:13 am ]
Post subject:  Re: B27 New Modding Stuff

4zK wrote:
There's also the new weapon property RecoilTransmission in the .ini code. It modifies the amount of recoil that actually applies to the actor when fired. 1 would be the default recoil, 0.1 = 10% of it, 2 = the recoil doubled, and so on. in case anyone was wondering

Ah, thanks for reminding me about that, forgot to put it in. Added.

Author:  Roast Veg [ Wed Jun 13, 2012 12:18 am ]
Post subject:  Re: B27 New Modding Stuff

I know DataModules can have "Author" variable, can somebody politely recommend that they be displayed somewhere in the description area? Perhaps underneath prefixed by "Created by" or somesuch.

Author:  Lizardheim [ Wed Jun 13, 2012 7:58 pm ]
Post subject:  Re: B27 New Modding Stuff

Don't forget AirThreshold.

Minimum velocity of an object, airresistance won't take it further down than this.

Author:  4zK [ Wed Jun 13, 2012 8:39 pm ]
Post subject:  Re: B27 New Modding Stuff

I know this is a bit out-of-topic but I remember seeing a topic about stuff to add before the full release by Data, does anyone know where to find it / give me the link for it?

I remember some pixels having full glows around them (the trail and everything, not just the tip) in a former build, and I kinda miss that feature, could it be added seperately as a pixel property in the future?

Author:  Crow [ Mon Jun 18, 2012 8:11 pm ]
Post subject:  Re: B27 New Modding Stuff

Why the ♥♥♥♥ does B27 CTD on me during loading with no error message after I mess with rtes? :x

Author:  Lizardheim [ Mon Jun 18, 2012 8:31 pm ]
Post subject:  Re: B27 New Modding Stuff

Could be a wrongly named CopyOf.

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