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 Getting into Spriting 
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Joined: Wed Feb 10, 2010 4:06 am
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Location: Comox, BC, Canada
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Post Re: Getting into Spriting
yes, but there are some things you should know first.

That pistol file consists of three parts: the rounds section, the magazines section, then the weapons section. If you make your pistol a seperate file, as long as it's data refers to the existing pistol file for rounds then magazines, you will be okay.

In English, that means that if you copy just the part about your gun into a new file, so long as it's exactly copied it'll go get the other important stuff from the first file.

If you like to play around with the code, there are some other cool variables (quick definition [variable] = word(s) that have numbers assigned to them) you can play with. (these are all found in your pistol's data)

AddToGroup = what secton of the buy menu this goes into, as well as the scene editor menu. Ie: actors, weapons, shields...
Mass = weight
FrameCount = how many frames the animation has; yours only has one, but if you made another one with, say, the slide back, it would be played when it was shot. maybe.
GoldValue = Cost in-game
DrawAfterParent = if this is set to zero, the gun is created after the actor, IE the hand is on top. if you had a rocket launcher or something and changed this to 1, the rocket launcher would go in FRONT of the body.
OneHanded = You can actually dual weild things in this game. Just make an identical copy of your gun, but instead of AddToGroup = weapons, make that shields. purchase the actor with just those two guns, and he'll go all akimbo!
SharpLength = Maximum scope (sharp aim) distance.
RateOfFire = How frequently the gun shoots (Rounds per minute if you wanna get real data)
ReloadTime = how long it takes to reload, not sure what scale this is at, so this is one of the variable you've just gotta try and try
FullAuto = If you hold down the trigger, will the gun keep shooting?
ShakeRange = if you're not zooming, ie walking along, what is the maximum spread the bullets will have about twenty pixels out of the barrel?
SharpShakeRange = If you are zooming, how far will they spread? (generally spaller than the previous one)
GibWoundLimit = How much damage can this take before Gibbing? (quick definition [gib, gibbing] the peices that an object breaks into, the act of breaking into said peices)

i think that covers it!


Fri Feb 26, 2010 7:01 am
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Post Re: Getting into Spriting
alphagamer774 wrote:

FrameCount = how many frames the animation has; yours only has one, but if you made another one with, say, the slide back, it would be played when it was shot. maybe.


Also HDFirearms cannot have more than 2 frames unless it has spin-up. To get around that you'll have to attach a Attachable animation on it.


Fri Feb 26, 2010 4:59 pm
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Post Re: Getting into Spriting
I love how DragonXP is my personal editor :)
I write monster text, he fixes it :)


Fri Feb 26, 2010 11:41 pm
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Post Re: Getting into Spriting
dragonxp wrote:
alphagamer774 wrote:

FrameCount = how many frames the animation has; yours only has one, but if you made another one with, say, the slide back, it would be played when it was shot. maybe.


Also HDFirearms cannot have more than 2 frames unless it has spin-up. To get around that you'll have to attach a Attachable animation on it.


Not completely accurate.
There are lots of guns with more than 2 frames of animation. Also, using an attachable isn't the only (and not always the best) way to get around gun animations.The easiest (and in my opinion best) way is to use a simple Lua script that cycles through the frames of animation for you.

The best thing about doing it this is that you have complete control over your animation, and you don't necessarily have to sprite each frame in order since Lua can reference whatever frame you'd like when you animate it. It also works extremely well for charge-up weapons that do a lot of animation on the way to being fired. Lastly, unlike an attachable, you get to actually animate the gun frames which lets you do a lot of neat things.


Fri Feb 26, 2010 11:50 pm
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Post Re: Getting into Spriting
alphagamer774 wrote:
I love how DragonXP is my personal editor :)
I write monster text, he fixes it :)



I don't get people who makes things sound complex, i usually go around and make them simpler.


Sat Feb 27, 2010 4:47 am
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Post Re: Getting into Spriting
although I'm pretty sure (s)he has no clue what an HDfirearm, attachables, or any other of our technical jargon does :)


Sat Feb 27, 2010 7:24 am
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Joined: Fri May 15, 2009 10:29 am
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Post Re: Getting into Spriting
You mean dragon? I'm PREEETTTY sure that it's fine with him.


Sat Feb 27, 2010 9:37 am
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Post Re: Getting into Spriting
no, i meant spungypirate :)


Sat Feb 27, 2010 8:09 pm
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Post Re: Getting into Spriting
I read all of the Wiki articles pertaining to coding for new weapons and such, so I atleast have an understanding of what your talking about. Although, I don't really know what to do with the knowledge, cause I did try to make a gun and only succeeded in crashing CC...


Sun Feb 28, 2010 10:35 am
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Post Re: Getting into Spriting
Lol don't worry spungy, I'm pretty sure everyone here started out that way. Including me xD. Also, nice sprite work on the glock ! Keep up the good work !


Sun Feb 28, 2010 10:51 am
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Post Re: Getting into Spriting
Did the crash give and error?
If so, could you post a screene?
Usually it's an easy fix.


Sun Feb 28, 2010 6:52 pm
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Post Re: Getting into Spriting
sorry about not posting, was on a massive WoW binge with my brother.
Now, yes, your advice worked and I was able to put it into the game. It looked decent, though I felt that it looked wierd when the Actor carrying it looked up/down.
I also started editing the Pistol file. I am having some trouble with making a custom mag/muzzleflare, although I think this has to do with my lack of knowledge on how the files are supposed to be arranged. Anyhow, hopefully, I will get a screenshot of how it works soon as well as the finished file with the gun. :-o


Fri Mar 05, 2010 12:33 am
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Post Re: Getting into Spriting
well, if you read the code about the magasines, you'll see that it grabs a picture from the sprites folder. if you change that to your own sprite (put your sprite in the folder then change the directory), you'll have your own clip.

offsets. evil. same word. offsets are used to place all of the various parts to an item reletive to zero. it's too long to describe here, read up on it at the wiki.


Fri Mar 05, 2010 2:07 am
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Post Re: Getting into Spriting
I mean making my own weapon mod for my G18, as a showing of accomplishment for me, and I will decide after I am done, whether or not I am gonna continue to mod. If I feel its good I might release here. I think the amount of help I have had will let me bypass the "Don't release first mods" rule.
I dunno, I'll say more after done, and thanks, I appreciate the help :)


Fri Mar 05, 2010 3:09 am
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Post Re: Getting into Spriting
Heh heh, watch it, simple gun mods are dangerous. How many weapons are you sticking in?


Fri Mar 05, 2010 3:16 am
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