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 help a brother out 
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Joined: Sun Feb 28, 2010 5:29 am
Posts: 172
Post help a brother out
I am making a gun for my C faction that uses two mags for more bullets. The problem is i can't figure out how to make the mag break into 2 mags when you reload, like the revolvers do.


Tue May 25, 2010 1:01 am
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Joined: Fri Dec 18, 2009 11:00 pm
Posts: 167
Post Re: help a brother out
ini way; would be an attached emitter emitting invisible particles where mag drops out. Set mag gibimpulselimit to 1.

If you just want to gib when it hits the ground then mag gibimpulselimit to 1.

or lua script attached to an emitter attached to gun way;

function Update(self)
for mag in MovableMan.Particles do
[tab] if mag.PresetName == "mag name here" then
[tab] [tab] mag:GibThis();
[tab] end
end

Should work, haven't tested any of it out. meh.


Tue May 25, 2010 1:29 am
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Post Re: help a brother out
none wrote:
ini way; would be an attached emitter emitting invisible particles where mag drops out. Set mag gibimpulselimit to 1.

If you just want to gib when it hits the ground then mag gibimpulselimit to 1.

or lua script attached to an emitter attached to gun way;

function Update(self)
for mag in MovableMan.Particles do
[tab] if mag.PresetName == "mag name here" then
[tab] [tab] mag:GibThis();
[tab] end
end

Should work, haven't tested any of it out. meh.


No he wants one weapon with two mags.


Tue May 25, 2010 1:32 am
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Posts: 133
Post Re: help a brother out
CCnewplayer wrote:

No he wants one weapon with two mags.

Which is exactly what none was explaining how to do. Since you can't have two magazines you need to have one magazine that gibs into two magzine sprites.


Tue May 25, 2010 1:34 am
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Posts: 172
Post Re: help a brother out
It doesn't work. here's the code
Code:
//Weapon name: Famas Assault Rifle

AddEffect = MOPixel
   PresetName = Mag gib
   Mass = 1.53
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = C.rte/Guns/FamasAR/FARMag.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -7
      Y = -5

AddEffect = MOPixel
   PresetName = FAR Bullet
   Mass = 1.5
   AirResistance = 0.02
   LifeTime = 700
   Sharpness = 31
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 234
      G = 153
      B = 28
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 234
         G = 153
         B = 28
      TrailLength = 28

AddEffect = MOPixel
   CopyOf = FAR Bullet
   PresetName = FAR Tracer
   Mass = 1.58
   AirResistance = 0.02
   LifeTime = 710
   Sharpness = 30
   Color = Color
      R = 255
      G = 226
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 255
         G = 226
         B = 0
      TrailLength = 40


// ROUND //

AddAmmo = Round
   PresetName = FAR Round
   ParticleCount = 1
   Particle = MOPixel
      CopyOf = FAR Bullet
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 132
   ShellVelocity = 10
   Separation = -4

AddAmmo = Round
   PresetName = FAR Tracer Round
   ParticleCount = 1
   Particle = MOPixel
      CopyOf = FAR Tracer
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 130
   ShellVelocity = 13
   Separation = -4   


// MAG //
      
AddAmmo = Magazine
   PresetName = FAR Magazine
   Mass = 3
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = C.rte/Guns/FamasAR/FARMag.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal Light
   ExitWound = AEmitter
      CopyOf = Dent Metal Light
   AtomGroup = AtomGroup
      PresetName = Atom Group Null
      AutoGenerate = 1
      Material = Material
         CopyOf = Concrete
      Resolution = 0
      Depth = 0
   DeepGroup = AtomGroup
      PresetName = Atom Group Null
      AutoGenerate = 1
      Material = Material
         CopyOf = Concrete
      Resolution = 0
      Depth = 0
   DeepCheck = 0
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = -2
   ParentOffset = Vector
      X = 0
      Y = 2
   DrawAfterParent = 0
   RoundCount = 85
   RTTRatio = 9
   RegularRound = Round
      CopyOf = FAR Round
   TracerRound = Round
      CopyOf = FAR Tracer Round
   GibWoundLimit = 1
   GibImpulseLimit = 1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Mag gib
      Count = 2
      Spread = 2.25
      MaxVelocity = 1
      MinVelocity = 1


// DEVICE //

AddDevice = HDFirearm
   PresetName = Famas Assault Rifle
   AddToGroup = Weapons
   Description = This is future version of the FFL's Famas AR, uses two mags to give the gun eighty-six rounds, along with a fast firing rate, this gun one beast to fire, and reload.
   Mass = 10
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = C.rte/Guns/FamasAR/FAR.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -16
      Y = -5
   GoldCost = 195
   Buyable = 1
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Concrete
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Concrete
      Resolution = 3
      Depth = 1
   DeepCheck = 0
   JointStrength = 200
   JointStiffness = 0.5
   JointOffset = Vector
      X = -8
      Y = 4
   DrawAfterParent = 0
   StanceOffset = Vector
      X = 2
      Y = 12
   SharpStanceOffset = Vector
      X = 3   //4 Looks good, but not practical to fight behind cover
      Y = 2.5   //2.5
   SupportOffset = Vector
      X = 2
      Y = 3
   SharpLength = 60
   Magazine = Magazine
      CopyOf = FAR Magazine
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol
   FireSound = Sound
      AddSample = ContentFile
         FilePath = C.rte/Guns/FamasAR/FAR.wav
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = C.rte/Guns/FamasAR/Click.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = C.rte/Guns/FamasAR/RS.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = C.rte/Guns/FamasAR/RE.wav
   RateOfFire = 1400
   ReloadTime = 1930
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 15
   SharpShakeRange = 6
   NoSupportFactor = 3
   ParticleSpreadRange = 1.6
   ShellSpreadRange = 6
   ShellAngVelRange = 3
   MuzzleOffset = Vector
      X = 18
      Y = -1
   EjectionOffset = Vector
      X = 0
      Y = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 15
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 10
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Oil
      Count = 20
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1


Tue May 25, 2010 1:45 am
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Joined: Fri Dec 18, 2009 11:00 pm
Posts: 167
Post Re: help a brother out
lol which one I posted 3 solutiuons

AddEffect = MOPixel <-- MOSRotating
PresetName = Mag gib
Mass = 1.53
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = C.rte/Guns/FamasAR/FARMag.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -5


Last edited by none on Tue May 25, 2010 2:00 am, edited 1 time in total.



Tue May 25, 2010 1:59 am
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Posts: 172
Post Re: help a brother out
Fixed. LOCKE THIS!


Tue May 25, 2010 1:59 am
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Post Re: help a brother out
Locke'd

USER WAS WARNED FOR THIS POST


Tue May 25, 2010 2:15 am
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Post Re: help a brother out
Locke'd

USER WAS WARNED FOR THIS POST


Tue May 25, 2010 2:21 am
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Joined: Mon May 17, 2010 9:16 pm
Posts: 51
Post Re: help a brother out
Cmdr 5ir wrote:
Fixed. LOCKE THIS!
We don't lock threads when they are solved--we just don't like it when people post garbage.


Tue May 25, 2010 2:33 am
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Post Re: help a brother out
You mean "They" and not "We" right? Because that's insinuating that you are part of the administration here.


Tue May 25, 2010 9:25 am
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: help a brother out
I'm guessing 'we' as in this forum, as other forums may have different policies.


Tue May 25, 2010 9:36 am
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Post Re: help a brother out
But we don't lock things, the administration does.


Tue May 25, 2010 10:39 am
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Location: That quaint little British colony down south
Post Re: help a brother out
I mean like: "We at DRL don't lock things."


Tue May 25, 2010 11:06 am
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Joined: Sun Dec 24, 2006 11:28 pm
Posts: 868
Location: London Server
Post Re: help a brother out
The lot of you will be the death of me one day. And then you'll get banned.


Tue May 25, 2010 11:33 pm
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