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	 Question regarding weapons and such.   
	
        
        
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				 bien4500 
				
				
					 Joined: Fri Aug 24, 2007 1:58 pm Posts: 22
				 
				 
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				  Question regarding weapons and such.  
					
						So I am planning on making a mod, one of the weapons is nearly finished. As of now, the round goes like this: Code: AddEffect = AEmitter    PresetName = HAMREmitter    Mass = 2    Sharpness = 15    HitsMOs = 1    GetsHitByMOs = 0    SpriteFile = ContentFile       FilePath = MAPS.rte/Devices\Images\HAMR.bmp    FrameCount = 1    SpriteOffset = Vector       X = 0       Y = 0    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Bullet Metal       Resolution = 4       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Bullet Metal       Resolution = 4       Depth = 10    DeepCheck = 1    LifeTime = 5000    JointStrength = 10000    JointStiffness = 10    AngularVel = 6    DrawAfterParent = 1    AddEmission = Emission       EmittedParticle = MOPixel          CopyOf = HAMRFlash       Spread = 3.14       MaxVelocity = 0       MinVelocity = 0    EmissionEnabled = 1    EmissionsIgnoreThis = 1    ParticlesPerMinute = 6000    BurstSize = 1    BurstScale = 3    BurstTriggered = 1    EmissionDamage = 0    Flash = None    FlashOnlyOnBurst = 0    AddGib = Gib       GibParticle = MOPixel          CopyOf = HAMRFlash       Count = 30       Spread = 3.14       MaxVelocity = 70       MinVelocity = 50       InheritsVel = 0    AddGib = Gib       GibParticle = MOPixel          CopyOf = HAMRFlash2       Count = 20       Spread = 3.14       MaxVelocity = 60       MinVelocity = 30       InheritsVel = 0    GibImpulseLimit = 20    GibWoundLimit = 10
  AddAmmo = Round    PresetName = HAMR Round    ParticleCount = 1    Particle = AEmitter       CopyOf = HAMREmitter    Shell = None    FireVelocity = 100    ShellVelocity = 0    Separation = 0 I was wondering how to make it penetrate and then explode. It's supposed to be a Heavy Anti-Material Rifle.    
					
  
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			| Sat Dec 19, 2009 3:47 pm | 
			
				
					 
					
					 
				    
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				 Metal Meltdown 
				Banned 
				
					 Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
				 
				 
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				  Re: Question regarding weapons and such.  
					
						First off, use pastebin, please, large amounts of code are unreadable here. Second, make the gun fire multiple bullets at once, with the last one being the explosive one. If you want it to enter bunkers, that is. 
					
							
  
							
    							Last edited by Metal Meltdown on Sun Dec 20, 2009 1:29 pm, edited 1 time in total. 
    						 
						
  
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			| Sat Dec 19, 2009 4:05 pm | 
			
				
					 
					
					 
				    
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				 bien4500 
				
				
					 Joined: Fri Aug 24, 2007 1:58 pm Posts: 22
				 
				 
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				  Re: Question regarding weapons and such.  
					
						Ah, so how would one do that? Anyways, the mod is attached with placeholder sprites and effects. Here's the code:  Heavy Anti-Material RifleI'm also having trouble with offsets, right now. The magazine appears inside the grip, but I want it centered with the two blue lines. That and the muzzle flash appears to follow the shot as it travels. I have no clue on how to make the weapon switch between a 'weapon empty' sprite when it's reloading and how to make the blue light ( Attachment: 
			File comment: HAMR
		
			
				  
				HAMR002.bmp [1.57 KiB]
			
			Not downloaded yet
		
		
	 ) emit when it fires.  
					
						
  
						Attachments: 
						
						
			File comment: Makir-Asher Planetary Systems
		
			
				  
				MAPS.rte.zip [838.57 KiB]
			
			Downloaded 121 times
		
		
	 
						
						 
					
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			| Sun Dec 20, 2009 4:53 am | 
			
				
					 
					
					 
				    
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				 Metal Meltdown 
				Banned 
				
					 Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
				 
				 
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				  Re: Question regarding weapons and such.  
					
						If the blue light is an aemitter, you might be better off making a glow which it uses as a shell, and place the shell exit offset over the bulb, that way a pinned glow will show up when you fire. [edit]Well, the clip offsets are fixed (also, the light DOES show up when it fires), so here's that, I'm still working on getting it to dig. 
					
						
  
						Attachments: 
						
						
			
				  
				HAMR.ini [6.75 KiB]
			
			Downloaded 120 times
		
		
	 
						
						 
					
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			| Sun Dec 20, 2009 12:33 pm | 
			
				
					 
					
					 
				    
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				 bien4500 
				
				
					 Joined: Fri Aug 24, 2007 1:58 pm Posts: 22
				 
				 
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				  Re: Question regarding weapons and such.  
					
						Ah, thanks.
  Also: WTH is wrong with my sprites? They appear all screwed up in game. 
					
						
  
						
					
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			| Mon Dec 21, 2009 10:21 am | 
			
				
					 
					
					 
				    
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				 Duh102 
				happy carebear mom 
				
					 Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
				 
				 
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				  Re: Question regarding weapons and such.  
					
						bien4500 wrote: WTH is wrong with my sprites? They appear all screwed up in game.  Here you go. Your sprites are not in palette.  
					
  
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			| Mon Dec 21, 2009 3:29 pm | 
			
				
					 
					
					 
				  
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