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help a brother out http://45.55.195.193/viewtopic.php?f=75&t=18824 |
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Author: | Cmdr 5ir [ Tue May 25, 2010 1:01 am ] |
Post subject: | 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. |
Author: | none [ Tue May 25, 2010 1:29 am ] |
Post subject: | 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. |
Author: | CCnewplayer [ Tue May 25, 2010 1:32 am ] |
Post subject: | 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. |
Author: | linkfan23 [ Tue May 25, 2010 1:34 am ] |
Post subject: | 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. |
Author: | Cmdr 5ir [ Tue May 25, 2010 1:45 am ] |
Post subject: | 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 |
Author: | none [ Tue May 25, 2010 1:59 am ] |
Post subject: | 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 |
Author: | Cmdr 5ir [ Tue May 25, 2010 1:59 am ] |
Post subject: | Re: help a brother out |
Fixed. LOCKE THIS! |
Author: | Benpasko [ Tue May 25, 2010 2:15 am ] |
Post subject: | Re: help a brother out |
Locke'd USER WAS WARNED FOR THIS POST |
Author: | Cmdr 5ir [ Tue May 25, 2010 2:21 am ] |
Post subject: | Re: help a brother out |
Locke'd USER WAS WARNED FOR THIS POST |
Author: | lolinternets [ Tue May 25, 2010 2:33 am ] |
Post subject: | Re: help a brother out |
Cmdr 5ir wrote: Fixed. LOCKE THIS! |
Author: | Lizardheim [ Tue May 25, 2010 9:25 am ] |
Post subject: | Re: help a brother out |
You mean "They" and not "We" right? Because that's insinuating that you are part of the administration here. |
Author: | 411570N3 [ Tue May 25, 2010 9:36 am ] |
Post subject: | Re: help a brother out |
I'm guessing 'we' as in this forum, as other forums may have different policies. |
Author: | Lizardheim [ Tue May 25, 2010 10:39 am ] |
Post subject: | Re: help a brother out |
But we don't lock things, the administration does. |
Author: | 411570N3 [ Tue May 25, 2010 11:06 am ] |
Post subject: | Re: help a brother out |
I mean like: "We at DRL don't lock things." |
Author: | Seraph [ Tue May 25, 2010 11:33 pm ] |
Post subject: | Re: help a brother out |
The lot of you will be the death of me one day. And then you'll get banned. |
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