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Author:  Yukio [ Fri Feb 04, 2005 6:09 pm ]
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I've modified fire rates and clip-sizes in 'devices' and 'ammo' files, and health in 'actors.' I gave the robot 10 000! It was bleeding oil all over the place when I used the SMG to it. It's possible to adjust the rocket too.

Author:  Mr 47 [ Fri Feb 04, 2005 9:46 pm ]
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^What Yukio said.
Just twiddle with the files in the game now, I imagine you can edit the pictures of the guns as well.

Author:  ikkonoishi [ Sat Feb 05, 2005 7:52 am ]
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Yeah. I've done all sorts of stuff.

Near immortal people that only die when you knock their heads off.

Blood shoots out hard enough to knock people over.

Rockets that can fly through the ground.

Long Cannons that shoot through cement.

I added a sand bag barrier to the main arena.

Bullet wounds heal the robot.

There is an easy trick to make the pistols and smgs shoot out human skulls.

Author:  DELETED [ Sat Feb 05, 2005 9:22 am ]
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DELETED

Author:  ikkonoishi [ Sun Feb 06, 2005 3:29 am ]
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Lasers don't seem to be practical since the damage things do seems to be determined by mass, size, velocity, and sharpness. A laser blast heavy enough to do damage would knock the person firing it back. It would also sink towards the ground. Maybe DM will add a special object for that later on.

Author:  Mr 47 [ Sun Feb 06, 2005 8:29 pm ]
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ikkonoishi wrote:
Lasers don't seem to be practical since the damage things do seems to be determined by mass, size, velocity, and sharpness. A laser blast heavy enough to do damage would knock the person firing it back. It would also sink towards the ground. Maybe DM will add a special object for that later on.

I still like my idea for feces throwing chimp-bots :P

Another idea I thought was good was an 'anti-philosophers stone' which turns gold into lead, or dirt.

Author:  ikkonoishi [ Mon Feb 07, 2005 4:51 am ]
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A simple tutorial to adding weapons to the game.

Add to devices.txt
Code:
TDExplosive
   ThrownDevice
      Attachable
         MOSRotating
            MOSprite
               MovableObject
                  Object
                     Shuriken
                  20
                  Vector
                     0
                     0
                  Vector
                     0
                     0
                  # Scale
                  1.0
                  # The rest threshold in ms
                  -500
                  # Lifetime, 0 = unlimited
                  0
                  # Sharpness factor
                  1000.0
                  # Whether or not this hits other MO:s
                  1
                  # Whether or not this gets hit by other MO:s
                  1

               ContentFile
                  Base.rte/Devices/Shuriken.bmp
               11
               11
               1
               # Sprite offset
               Vector
                  -5
                  -5
               # Horizontally flipped
               0
               # Rotation angle in radians.
               0
               # Angular velocity in radians / s.
               0
               # Entry Wound Emitter
               AEmitter
                  %Dent Metal
               # Exit Wound Emitter
               AEmitter
                  %Dent Metal               
               
            # Automatically set up the AtomGroup, based on the sprite
            1
            # The material of the AtomGroup.
            Material
               %Gun metal
            # The resolution of the auto AtomGroup, 1 being the highest, and lower as higher.
            # if 0, the global AG resolution setting is used.
            0
            # The depth of the auto AtomGroup into the sprite, 0 being right on the surface
            # and 1 being one pixel into the surface.
            0
            # Automatically set up the deep AtomGroup based on the sprite
            1
            # The material of the AtomGroup.
            Material
               %Gun metal
            # The resolution of the auto AtomGroup, 1 being the highest, and lower as higher.
            # if 0, the global AG resolution setting is used.
            4
            # The depth of the auto AtomGroup into the sprite, 0 being right on the surface
            # and 1 being one pixel into the surface.
            1
            # Whether or not to initially enable deep checking of collisions
            1            
            # Indicate that there are no Emitters to read in
            @            

         # Joint strength
         6
         # Joint stiffness scalar
         10.5
         # Break wound emitter
         None
         # Joint offset
         Vector
            0
            0
         # Draw after owner or not
         1
      # Normal stance parent-to-joint offset
      Vector
         -12
         -5
      # Stance offset to the start of the throw of this ThrownDevice
      Vector
         -12
         -5
      # Stance offset to the end of the throw of this ThrownDevice
      Vector
         -12
         -5
      # The triggering delay in ms to from being thrown
      50000
   
   # The number of copies of the following MO will be in the explosion
   0
   # The actual MO instance that will appear tha # of times defined directly above
   MOPixel
      %Grenade Fragment Gray
   @

This is an altered frag grenade entry.



Go to actors.txt and search for "robot 1" then scroll down until you see "#List of HeldDevice:s in inventory"
Add
Code:
      TDExplosive
         %Shuriken
      TDExplosive
         %Shuriken
      TDExplosive
         %Shuriken


Add the attached shuriken.bmp to your "Base.rte\Devices\" folder

You're done.

Robots now have 3 shuriken in their inventory.
Guns are more difficult.
You need to define the rounds and magazines as well.
I'll do them later.

EDIt: for the feces throwing thing just change the bitmap and lower the sharpness.

Author:  Mr 47 [ Mon Feb 07, 2005 3:31 pm ]
Post subject: 

The idea was that there was a gun that launched AI-Chimps :P

Author:  ikkonoishi [ Tue Feb 08, 2005 8:20 am ]
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Well first we need AI before we get smart weapons. :P

I've been trying to make melee weapons, but it seems sharpness is ignored when the weapon is being held.

In another post I said that it wasn't possible to make a laser weapon.

I actually found a way to do it, but there is a problem with ricochets.

You just disable the weapon shake and set the particle trail length to a high value, its mass to a very low value, its sharpness to a very high value, and its firing speed to a high value.

Author:  Data [ Wed Feb 09, 2005 7:50 am ]
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Whoa now people, getting a little anxious are we?! The in-game editors are planned for release... sometime in the future yaknow. ;)

Seriously though, this is why I commented the data files as much as I did... I know there are places where it's a little spotty, but you seem to have figured it out anyway.. good job.

I'm also thinking hard about changing the data format to XML instead of the current fragile system.. It'll make it easier to edit the data without crashing upon loading all the time. I'll be sure to write a converter app for that though if and when the time comes.

So many things to do...

Author:  Guest [ Mon Apr 25, 2005 6:25 pm ]
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how did u add the bunker to the arena?

also why does my game crtash when i tell the frag grnade to emit 2 more frag grenades?

Author:  Data [ Mon Apr 25, 2005 6:32 pm ]
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Terrain object (bunkers)'s placement are defined in the scene file.

Hah the frag grenade thing has never been tried.. i'll check it out eventually.

- D

Author:  toast [ Mon Apr 25, 2005 9:28 pm ]
Post subject: 

it happens whenever i try to get it to sawn anything thats not in the effects folder ...also if i add ym own effects say to make a concrete bomb it crashes.

Author:  Yukio [ Mon Oct 17, 2005 2:57 pm ]
Post subject: 

How can I increase the rocket's thrusting power/acceleration? Could somebody help me in this?

Author:  Linongion [ Thu Oct 20, 2005 8:29 pm ]
Post subject: 

well... you could allways make the thrust stronger by making the weapons lighter...

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