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 Machine-Gun Pack 
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Joined: Wed Feb 14, 2007 5:58 am
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Post Machine-Gun Pack
I want to make a weapons pack with various machine-guns.
I am rather new to modding Cortex Command though, so I wondering where I should start with the coding process?
I've already got the sprites and sounds taken care of.


Last edited by Deathfang on Mon Apr 20, 2009 12:32 am, edited 1 time in total.



Mon Apr 20, 2009 12:28 am
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Post Re: Machine-Gun Pack
Um...........how complicated u planning to get?

U talking how fast the bullets go, how much damage they do, where do they fire?


Mon Apr 20, 2009 12:29 am
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Post Re: Machine-Gun Pack
I want the main properties of the weapon to be on the spot, so, rounds per minute, accuracy, weapon damage, weapon penetration, bullet speed, reload speed, clip size, etc...


Mon Apr 20, 2009 12:34 am
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Post Re: Machine-Gun Pack
Basic Modding Guide done by Lord Tim

^Look here first

Otherwise, the mass of the bullet affects how much dmg it does, the material of it kinda, RateOfFire affects how fast it fires of course.....ShakeRange affects how far off target it can go, Sharplength affects how far you can see it fire, the sharpenss of the bullet affects how much penetration there is, ReloadTime is how long it takes to, of course, reload...


Under the magazine, RoundCount is how many rounds per clip, and RTT ratio is how many normal rounds there are per 1 tracer round..

ask is theres anything else ud like to know :)


Mon Apr 20, 2009 12:43 am
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Post Re: Machine-Gun Pack
Thank you! :D
I will be sure to ask if I need more help. :)


Mon Apr 20, 2009 12:48 am
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Post Re: Machine-Gun Pack
Deathfang wrote:
Thank you! :D
I will be sure to ask if I need more help. :)

ok :)


Mon Apr 20, 2009 12:51 am
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Post Re: Machine-Gun Pack
I followed that tutorial, and now I am getting this error:

Quote:
Abortion in file .\System\Reader.cpp, line 530, because:

Could not match property in Machineguns.rte/M60.ini at line 2!

The last frame has been dumped to 'abortscreen.bmp'


Here is the code in M60.ini:
Code:
AddDevice = HDFirearm
  Instance Name = M60
  GetsHitByMOs = 1
  SpriteFile = ContentFile
    FilePath = Machineguns.rte/m60.bmp
  AtomGroup = AtomGroup
    AutoGenerate = 1
    Material = Material
      CopyOf = Military Stuff
    Resolution = 2
    Depth = 0
  Magazine = Magazine
    CopyOf = Magazine Pistol
  RateOfFire = 500


Here is the code in Index.ini:
Code:
DataModule
  IncludeFile = Machineguns.rte/M60.ini


Mon Apr 20, 2009 1:32 am
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Post Re: Machine-Gun Pack
InstanceName, not Instance Name and i think its presetname...


Mon Apr 20, 2009 1:33 am
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Post Re: Machine-Gun Pack
You think what is preset name? Do I replace InstanceName with PresetName?


Mon Apr 20, 2009 1:38 am
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Post Re: Machine-Gun Pack
InstanceName Implies that it is a CopyOf with a modification, PresetName means that what you're defining is original.


Mon Apr 20, 2009 1:49 am
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Post Re: Machine-Gun Pack
Oh ok, thank you.


Mon Apr 20, 2009 2:19 am
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Post Re: Machine-Gun Pack
M60.ini looks like this now and I am still getting errors:

Code:
AddDevice = HDFirearm
  PresetName = M60
  GetsHitByMOs = 1
  SpriteFile = ContentFile
    FilePath = Machineguns.rte/m60.bmp
  AtomGroup = AtomGroup
    AutoGenerate = 1
    Material = Material
      CopyOf = Military Stuff
    Resolution = 2
    Depth = 0
  Magazine = Magazine
    CopyOf = Magazine Pistol
  RateOfFire = 500


Mon Apr 20, 2009 2:20 am
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Post Re: Machine-Gun Pack
It probably wants HitsMOs. You should probably just upload the mod for faster debugging.


Mon Apr 20, 2009 2:25 am
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Post Re: Machine-Gun Pack
Ok, I uploaded it. Here is the download:
http://www.mediafire.com/download.php?jzfzmnly0qg


Mon Apr 20, 2009 2:50 am
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Post Re: Machine-Gun Pack
Do field testings when the coding's done. Play around with different numbers (bullet mass, sharpness, velocity, etc), then field test the guns. May get unexpected results.


Mon Apr 20, 2009 3:12 am
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