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Gun firing but no boolets? http://45.55.195.193/viewtopic.php?f=1&t=45601 |
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Author: | Kattolil [ Thu Mar 27, 2014 5:58 pm ] |
Post subject: | Gun firing but no boolets? |
Made a minigun thingy with Sh00ks rapid fire script slightly modified, I do believe I set the correct offsets, yet it refuses to spit out bullets. Any help would be really appreciated, feel like I'm staring myself blind looking for what I did wrong! Code for the gun and ammo And a link to the full thing. http://filesmelt.com/dl/Test.rte_.rar |
Author: | FurryLizard [ Thu Mar 27, 2014 9:16 pm ] |
Post subject: | Re: Gun firing but no boolets? |
You didn't finish defining the round for the gun, so it was just firing nothing. The code for the round should be: Code: AddAmmo = Round PresetName = 50 cal ParticleCount = 1 Particle = MOPixel PresetName = Particle Mass = 0.05 LifeTime = 1600 Sharpness = 200 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 143 G = 143 B = 143 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 155 G = 155 B = 155 TrailLength = 25 FireVelocity = 100 Shell = MOSParticle CopyOf = Casing ShellVelocity = 5 Separation = 10 Also, you probably don't want to give our bullets a sharpness of 200, unless you like incredible terrain rape. You can increase the damage the bullets do by increasing their mass or fire velocity. |
Author: | Kattolil [ Thu Mar 27, 2014 9:25 pm ] |
Post subject: | Re: Gun firing but no boolets? |
FurryLizard wrote: You didn't finish defining the round for the gun, so it was just firing nothing. The code for the round should be: Also, you probably don't want to give our bullets a sharpness of 200, unless you like incredible terrain rape. You can increase the damage the bullets do by increasing their mass or fire velocity. Allright, thanks a lot Now it crashes with the dump Could not match property Error happened in Test.rte/Devices/Ammo.ini at line 15 which should be Atom = Atom.. ? |
Author: | Arcalane [ Fri Mar 28, 2014 12:07 pm ] |
Post subject: | Re: Gun firing but no boolets? |
FurryLizard wrote: Also, you probably don't want to give our bullets a sharpness of 200, unless you like incredible terrain rape. You can increase the damage the bullets do by increasing their mass or fire velocity. ...which would achieve the same thing, more or less. If you want to reduce terrain damage, the best bet is to use a script on the projectile that cranks down the sharpness when it detects terrain ahead of it. -------------------------------- Kattolil wrote: Now it crashes with the dump Could not match property Error happened in Test.rte/Devices/Ammo.ini at line 15 which should be Atom = Atom.. ? It should be "Atom = Atom", yes. Make sure the tabbing/indentation is correct, and that there isn't a space after the second "Atom" just to be on the safe side. |
Author: | FurryLizard [ Fri Mar 28, 2014 1:34 pm ] |
Post subject: | Re: Gun firing but no boolets? |
Arcalane wrote: FurryLizard wrote: Also, you probably don't want to give our bullets a sharpness of 200, unless you like incredible terrain rape. You can increase the damage the bullets do by increasing their mass or fire velocity. ...which would achieve the same thing, more or less. If you want to reduce terrain damage, the best bet is to use a script on the projectile that cranks down the sharpness when it detects terrain ahead of it. -------------------------------- Good point, apparently I can't type and logic at the same time. Anyway, I did a test comparing one mag of this to two mags of the coalition gatling gun so yeah, that sharpness should be reduced to around 20, or as Arcalane suggested, you can use a lua script. and yes, line 15 should be Atom = Atom, if you continue to to have problems after following Arcalane's advice then you can try defining the MOPixel before the round so you don't have so worry about the tabbing as much (seen in the .ini files for every vanilla faction outside of base.rte) |
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