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 The test weapon 
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Joined: Tue Nov 17, 2009 7:38 pm
Posts: 909
Location: France
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Post The test weapon
Hi everyone,

So this isn't really a regular mod, as it is not desingned to be played with, but rather to help people make mods:

It is a gun that can be customized using the lua console, this is used to fine tune MOPixel firing guns(to find the right mass, sharpness, velocity for the bullet, the right rate of fire, sharplength... etc)

Here is how it works:
Order the gun, then open the lua console and type the name of the value you want to change: for example if you want the bullet's sharpness to be 25, type:
Code:
testroundSharpness = 25

And it will immediately take effect, instead of needing to restart the game, thus saving lots of time.

Here is the list of all customizable variables:
testroundMass
testroundSharpness
testroundFireVel
testroundParticleCount
testgunRateOfFire
testgunSharpLength

Once you're satisfied with the result, type this:
Code:
testroundReport()

or this:
Code:
testgunReport()


It will tell you the current values of these variables, that way you can modify the .ini file of your gun.

Download:
Attachment:
testweapon1.rar [1.23 KiB]
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Mon Feb 13, 2012 8:27 pm
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Joined: Sun Dec 25, 2011 7:23 am
Posts: 269
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Post Re: The test weapon
Just want to mention that I find this very useful for testing out how just how much my modded bullets will end up eating terrain.


Wed Feb 15, 2012 12:26 am
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Joined: Thu Apr 08, 2010 2:43 am
Posts: 16
Location: Ontario, Canada
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Post Re: The test weapon
This seems like something that'd be fun to mess around with, but I honestly have no idea how to open the lua console in game. I'm new to modding and all that. Apologies in advance if this question has already been answered somewhere else on the site.


Sun Feb 19, 2012 5:43 am
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: The test weapon
~


Sun Feb 19, 2012 10:56 am
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Joined: Sat Oct 22, 2011 8:07 pm
Posts: 149
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Post Re: The test weapon
On my keyboard(qwertz), it's the "^" key.


Sun Feb 19, 2012 1:42 pm
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: The test weapon
Very nice. I was doing something somewhat similar by defining those properties in a Lua script, changing those in a text editor, saving, and then reloading scripts with my modded brain case, but with this, having no other programs involved, it's much faster to test small changes.

It's too bad that Lua can't access AirResistance or GlobalAccScalar. Maybe you could emulate those effects with Lua though? It wouldn't actually be changing the .ini values, but it'd be basically the same for the user, as they would see what those values would do and be able to test their effects.


Sun Feb 19, 2012 3:22 pm
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Joined: Thu Apr 08, 2010 2:43 am
Posts: 16
Location: Ontario, Canada
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Post Re: The test weapon
Thanks Gotcha! and Chairman, I should have probably tried that first, lulz.


Mon Feb 20, 2012 12:47 am
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DRL Developer
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Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
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Post Re: The test weapon
Awesome. That somehow reminds me about Borderlands with it's gazillion of weapons :)


Wed Feb 22, 2012 5:17 pm
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