Author |
Message |
Deathfang
Joined: Wed Feb 14, 2007 5:58 am Posts: 55
|
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 |
|
|
Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
|
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 |
|
|
Deathfang
Joined: Wed Feb 14, 2007 5:58 am Posts: 55
|
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 |
|
|
Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
|
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 |
|
|
Deathfang
Joined: Wed Feb 14, 2007 5:58 am Posts: 55
|
Re: Machine-Gun Pack
Thank you! I will be sure to ask if I need more help.
|
Mon Apr 20, 2009 12:48 am |
|
|
Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
|
Re: Machine-Gun Pack
Deathfang wrote: Thank you! I will be sure to ask if I need more help. ok
|
Mon Apr 20, 2009 12:51 am |
|
|
Deathfang
Joined: Wed Feb 14, 2007 5:58 am Posts: 55
|
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 |
|
|
Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
|
Re: Machine-Gun Pack
InstanceName, not Instance Name and i think its presetname...
|
Mon Apr 20, 2009 1:33 am |
|
|
Deathfang
Joined: Wed Feb 14, 2007 5:58 am Posts: 55
|
Re: Machine-Gun Pack
You think what is preset name? Do I replace InstanceName with PresetName?
|
Mon Apr 20, 2009 1:38 am |
|
|
Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
|
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 |
|
|
Deathfang
Joined: Wed Feb 14, 2007 5:58 am Posts: 55
|
Re: Machine-Gun Pack
Oh ok, thank you.
|
Mon Apr 20, 2009 2:19 am |
|
|
Deathfang
Joined: Wed Feb 14, 2007 5:58 am Posts: 55
|
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 |
|
|
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
|
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 |
|
|
Deathfang
Joined: Wed Feb 14, 2007 5:58 am Posts: 55
|
Re: Machine-Gun Pack
|
Mon Apr 20, 2009 2:50 am |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
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 |
|
|
|