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Revolver Help http://45.55.195.193/viewtopic.php?f=75&t=16340 |
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Author: | yungtoc1 [ Mon Aug 24, 2009 12:45 am ] |
Post subject: | Revolver Help |
One of the mods I am making is a 357 magnum, and i need some help. the sprite looks fine when it is facing right, but is messed up when turned left. also, I am trying to figure out a way to make 6 shells fall out when finished with a magazine, any suggestions? I made the shell invisible, but I am lost for ideas as to how I can make several different shells appear going in different directions when I use all the shots. Also, I can't find any good sounds for it, would anyone happen to have a good magnum sound? I apologize in advance if any of these have already been answered |
Author: | Disst [ Mon Aug 24, 2009 12:50 am ] |
Post subject: | Re: Revolver Help |
It's out of palette. |
Author: | yungtoc1 [ Mon Aug 24, 2009 12:55 am ] |
Post subject: | Re: Revolver Help |
sorry, i don't exactly know what that means. Does that mean there are colors that are not recognized by the program? also, is there any easy fix for it |
Author: | Duh102 [ Mon Aug 24, 2009 12:56 am ] |
Post subject: | Re: Revolver Help |
1. Your sprite is not in palette. Follow these directions. 2. I'll describe how to do this in .ini code, but you can do it in Lua if you're a smart chap. Make your magazine have a very low GibImpulseLimit, like 0.001, and add the shells as gibs. Attach an AEmitter that emits very heavy particles, which have PushesEmitter = 1 in the emissions definition. Make sure your magazine either has Discardable = 1 or doesn't have that line at all. Boom, you'll have 6 shells pop out when you reload. 3. Can't help you there, sorry bud. @3POK: Pointing out a problem is fine and dandy, but you could at least tell him where to go next. Common courtesy and all. |
Author: | yungtoc1 [ Mon Aug 24, 2009 1:27 am ] |
Post subject: | Re: Revolver Help |
Thanks for the pallete help, that works. When I try to mod, I usually modify the original file, or add copy and pasted bits and change it to my liking. I can't find the gibimpulselimit value, and i don't know where to put that in the code. If someone posted an example, it would be helpful. Would this work for the shells? Code: AddGib = Gib GibParticle = MOSParticle CopyOf = Magnum Casing Count = 6 Spread = 90 MaxVelocity = 20 MinVelocity = 8 also, how do I attach an Aemitter. if you put the code up, i'll change it to my needs. |
Author: | Duh102 [ Mon Aug 24, 2009 2:10 am ] |
Post subject: | Re: Revolver Help |
GibImpulseLimit is on the same tab level as PresetName. Yes, that would work for the shells. You attach AEmitters with Code: (tab)AddEmitter = AEmitter (tab)(tab)CopyOf = *Etc* Here is a basic AEmitter code for what you need. Code: AddEffect = AEmitter (tab)PresetName = Breaker (tab)Mass = 1 (tab)HitsMOs = 0 (tab)GetsHitByMOs = 0 (tab)SpriteFile = ContentFile (tab)(tab)FilePath = Base.rte/Null.bmp (tab)FrameCount = 1 (tab)SpriteOffset = Vector (tab)(tab)X = 0 (tab)(tab)Y = 0 (tab)AtomGroup = AtomGroup (tab)(tab)AutoGenerate = 1 (tab)(tab)Material = Material (tab)(tab)(tab)CopyOf = Air (tab)(tab)Resolution = 1 (tab)(tab)Depth = 0 (tab)AddEmission = Emission (tab)(tab)EmittedParticle = MOPixel (tab)(tab)(tab)PresetName = Useless Particle (tab)(tab)(tab)Mass = 500000 (tab)(tab)(tab)LifeTime = 1 (tab)(tab)(tab)Sharpness = 0 (tab)(tab)(tab)HitsMOs = 0 (tab)(tab)(tab)GetsHitByMOs = 0 (tab)(tab)(tab)Color = Color (tab)(tab)(tab)(tab)R = 255 (tab)(tab)(tab)(tab)G = 0 (tab)(tab)(tab)(tab)B = 255 (tab)(tab)(tab)Atom = Atom (tab)(tab)(tab)(tab)Material = Material (tab)(tab)(tab)(tab)(tab)CopyOf = Air (tab)(tab)(tab)(tab)TrailColor = Color (tab)(tab)(tab)(tab)(tab)R = 255 (tab)(tab)(tab)(tab)(tab)G = 0 (tab)(tab)(tab)(tab)(tab)B = 255 (tab)(tab)(tab)(tab)TrailLength = 0 (tab)(tab)(tab)CopyOf = Stuff (tab)(tab)ParticlesPerMinute = 6000 (tab)(tab)BurstSize = 1 (tab)(tab)Spread = 0 (tab)(tab)MaxVelocity = 500 (tab)(tab)MinVelocity = 500 (tab)(tab)PushesEmitter = 1 (tab)EmissionEnabled = 1 (tab)EmissionsIgnoreThis = 0 (tab)BurstSize = 1 (tab)BurstScale = 1 (tab)BurstTriggered = 1 (tab)BurstSpacing = 500 (tab)EmissionDamage = 0 (tab)FlashOnlyOnBurst = 0 (tab)ParentOffset = Vector (tab)(tab)X = 0 (tab)(tab)Y = 0 Obviously replace (tab) with an actual tab. |
Author: | yungtoc1 [ Mon Aug 24, 2009 3:11 am ] |
Post subject: | Re: Revolver Help |
ok i tried what you did. it says that the marked line has something wrong with it- 'could not match properly' I don't see anything wrong with it. The Aemitter seems to be working, but I can't test because the game won't finish loading because of said problem. Code: AddAmmo = Magazine PresetName = Magazine Magnum GibImpulseLimit = .0001 Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = CoD.rte/357Magnum/Images/Mag.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -4 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 ParentOffset = Vector X = 1 Y = 0 DrawAfterParent = 0 RoundCount = 6 RTTRatio = 4 RegularRound = Round CopyOf = Magnum Round TracerRound = Round CopyOf = Round Magnum Tracer AddEmitter = AEmitter CopyOf = Breaker AddGib = Gib GibParticle = MOSParticle CopyOf = Magnum Casing Count = 6 //here//////////////////////////// Spread = 90 MaxVelocity = 20 MinVelocity = 8 Also, another miscellaneous question that has probably been answered over 9000 times: When I am putting in values for offsets, for example where muzzle flash will be, where is the starting point? |
Author: | Duh102 [ Mon Aug 24, 2009 4:11 am ] |
Post subject: | Re: Revolver Help |
For the first, make sure your tabs are correct, in line with GibParticle. I'm not sure why it wouldn't be working. If the tabs are correct and it's still not working, you can upload the file itself and I can take a look at it when I have the time. For most offsets, you are going from the SpriteOffset, and remember that +X is moving to the right like on a normal Cartesian plane, but +Y is moving down. The only ones I can think of offhand that do not follow this are the Stance- and SharpStance Offsets. I'm pretty sure those go from the SpriteOffset of the body of the Actor, and are offsetting the primary hand. An easy way to get MuzzleFlashes and other attachables positioned correctly is to place their SpriteOffset in the center like everything else, but add a JointOffset for where you want to attach them from. Think of it like a mounting bolt. JointOffsets are positioned from the SpriteOffset like other offsets, but from the offset of the attachable you're adding the JointOffset to. |
Author: | yungtoc1 [ Mon Aug 24, 2009 4:22 am ] |
Post subject: | Re: Revolver Help |
Looks like it is finally working, I need to tweak a lot more. There was a tiny issue with the tabs that I didn't notice somehow. From what I understand, You set the Sprite Offset, where +Y is really negative Y, and then you more the muzzle flash from there. does the sprite offset move from the top left corner of the sprite? thats what I am assuming |
Author: | 411570N3 [ Mon Aug 24, 2009 7:21 am ] |
Post subject: | Re: Revolver Help |
Most of the time. But other times the offsets are based on the placement of the object itself on the other object as opposed to the placement of the other object on the initial object. So if your offsets are screwed up try reversing them. |
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