Re: Dummy and skelly improvements
ManSlaughter wrote:
First of all. first mods. second of all. im figuring out the basics.
In this forum, many people react negatively to "simple" mods. As a guide most suggest not to post your first 10 mods. It's also suggested that If your mod required less then half an hour of work, then it is very easily created by anyone and so it should also not be posted. However, since your new I'll try to help you out.
ManSlaughter wrote:
1.) dummy with longer jetpack time and stronger joints. added some sprites 2.
This is an inadequate description. How much longer is the jetpack? How much more of a beating can the new dummy take and is it against falls or weaponry? New sprites are always a good idea, but you need to post screenshots (control + printscreen creates a picture in your CC folder or places the picture in your clipboard, in which case you need to paste it into paint). The quality of sprites is possibly the most important aspect of a mod since this is what grabs peoples attention even before it's downloaded
ManSlaughter wrote:
2.) Skeletons are useless . so i added a jetpack. someone tell me how 2 make armor
Skeletons are weak by design (I assume). With all the other actors in vanilla (un-modded) CC, having an expendable soldier is sometimes just what people want, though improving a originally "bad" actor, is something that sounds like a valuable lesson.
As for the armor, the best suggestion is to look at a soldier that already has some... The heavy coalition soldier.
Code:
AddAttachable = Attachable
CopyOf = Soldier Heavy Chest Plate A
ParentOffset = Vector
X = 3
Y = -3
This is a template for what to add to the "AddActor = AHuman" code...
Code:
AddEffect = Attachable
PresetName = Soldier Heavy Chest Plate A
Mass = 10
Sharpness = 1
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Coalition.rte/Actors/Soldier/ChestPlateA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -4
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Dent Metal Light
ExitWound = AEmitter
CopyOf = Dent Metal Light
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 300
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
GibImpulseLimit = 1500
GibWoundLimit = 5
// GibSound = Sound
// CopyOf = Bone Crack
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Grey Small A
Offset = Vector
X = 0
Y = -4
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Grey Small B
Offset = Vector
X = 0
Y = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = 1
Y = -2
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Dark Micro A
Offset = Vector
X = -4
Y = -4
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = -3
Y = -3
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = 0
Y = -7
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Micro A
Offset = Vector
X = 1
Y = 0
And this is a template for defining the attachable that is referred too in the first code. If you don't understand any of that, you need to look at Lord Tim's tutorials:
http://datarealms.com/forum/viewtopic.p ... 11#p208811Azukki's templates are also a great place to start:
viewtopic.php?f=1&t=10247ManSlaughter wrote:
Goals:
make new dropcrate.
make armor for skelly.
make new sprites.
other stuff will come later.
It's great to have a target or vision of what you want to achieve, although some people just play about until they create something good. Whatever works for you is the tactic to follow here.
Also, if it isn't complete it's better (though I don't think it's required as long as you have a .rte to post) to put something like this in Mod Making.
Welcome to the forums and I hope I wasn't too patronizing, it's just that I don't know what your level of skill is.