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				 Antonius 
				
				
					 Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
				 
				 
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				  Offhand Problem  
					
						So i decided to make an offhand dreadnought MG, but it just don't want to appear in the Shields section. i have OneHanded, Buyable and AddToGroup, so i have absolutely no idea what i have done wrong. I'm fail at coding for the most part, so i sort of expect the answer to be a little obvious.  heres the whole ini: Code: AddDevice = HDFirearm    PresetName = Offhand Dreadnought MG    AddToGroup = Shields    Mass = 10    HitsMOs = 0    GetsHitByMOs = 1    Buyable = 1    SpriteFile = ContentFile       FilePath = Dummy.rte/Actors/Dreadnought/TurretLargeE.bmp    FrameCount = 1    SpriteOffset = Vector       X = -4       Y = -3    EntryWound = AEmitter       CopyOf = Dent Metal Light    ExitWound = AEmitter       CopyOf = Dent Metal Light    GoldValue = 0    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 10    DeepCheck = 1    JointStrength = 80    JointStiffness = 0.5    JointOffset = Vector       X = 0       Y = 0    DrawAfterParent = 0    ParentOffset = Vector       X = 10       Y = -1    StanceOffset = Vector       X = 0       Y = 0    SharpStanceOffset = Vector       X = 0       Y = 0    SupportOffset = Vector       X = 0       Y = 0    SharpLength = 165    Magazine = Magazine       PresetName = Magazine Dreadnought MG       Mass = 2       HitsMOs = 0       GetsHitByMOs = 0       SpriteFile = ContentFile          FilePath = Base.rte/Null.bmp       FrameCount = 1       SpriteOffset = Vector          X = -1          Y = -1       EntryWound = AEmitter          CopyOf = Dent Metal Light       ExitWound = AEmitter          CopyOf = Dent Metal Light       AtomGroup = AtomGroup          PresetName = Atom Group Null          AutoGenerate = 1          Material = Material             CopyOf = Air          Resolution = 0          Depth = 0       DeepGroup = AtomGroup          PresetName = Atom Group Null          AutoGenerate = 1          Material = Material             CopyOf = Air          Resolution = 0          Depth = 0       DeepCheck = 0       JointStrength = 200       JointStiffness = 1       JointOffset = Vector          X = 0          Y = 0       DrawAfterParent = 0       RoundCount = 100       RTTRatio = 4       RegularRound = Round          CopyOf = Round SMG       TracerRound = Round          CopyOf = Round SMG Tracer       Discardable = 0       ParentOffset = Vector          X = 2          Y = 1    Flash = Attachable       CopyOf = Muzzle Flash SMG    FireSound = Sound       AddSample = ContentFile          FilePath = Base.rte/Devices/SMGs/M1601.wav       AddSample = ContentFile          FilePath = Base.rte/Devices/SMGs/M1602.wav       AddSample = ContentFile          FilePath = Base.rte/Devices/SMGs/M1603.wav       AddSample = ContentFile          FilePath = Base.rte/Devices/SMGs/M1604.wav       AddSample = ContentFile          FilePath = Base.rte/Devices/SMGs/M1605.wav       AddSample = ContentFile          FilePath = Base.rte/Devices/SMGs/M1606.wav    EmptySound = Sound       AddSample = ContentFile          FilePath = Base.rte/Devices/EmptyClick3.wav    ReloadStartSound = Sound       AddSample = ContentFile          FilePath = Base.rte/Devices/ReloadStart.wav    ReloadEndSound = Sound       AddSample = ContentFile          FilePath = Base.rte/Devices/ReloadEnd.wav    RateOfFire = 950    ReloadTime = 2500    FullAuto = 1    FireIgnoresThis = 1    ShakeRange = 20    OneHanded = 1    SharpShakeRange = 5    NoSupportFactor = 1    ParticleSpreadRange = 3    ShellSpreadRange = 8    ShellAngVelRange = 2    MuzzleOffset = Vector       X = 6       Y = 0    EjectionOffset = Vector       X = -5       Y = 4    GibImpulseLimit = 0.1    GibWoundLimit = 8 //   GibSound = Sound //      CopyOf = Bone Crack
   
					
  
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			| Sun Feb 06, 2011 1:41 am | 
			
				
					 
					
					 
				    
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				 Dylanhutch 
				
				
					 Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
				 
				 
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				  Re: Offhand Problem  
					
						Welcome to the Forums Antonius! You have it in the wrong place. It should be just after "DrawAfterParent = #" Example: Code:    GoldValue = 40    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 10    DeepCheck = 0    JointStrength = 75    JointStiffness = 0.5    JointOffset = Vector       X = -1       Y = 3    DrawAfterParent = 0    OneHanded = 1                    // So your code would be  This. 
					
  
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			| Sun Feb 06, 2011 4:37 am | 
			
				
					 
					
					 
				  
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				 Antonius 
				
				
					 Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
				 
				 
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				  Re: Offhand Problem  
					
						Tried, doesn't work. I have the dreadnought MG in another .ini than the riot shield, so that maybe have something to do with it. 
					
  
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			| Sun Feb 06, 2011 12:21 pm | 
			
				
					 
					
					 
				    
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				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
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				  Re: Offhand Problem  
					
						That wouldn't make a difference, nor would the placement of the OneHanded line. 
					
  
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			| Sun Feb 06, 2011 1:02 pm | 
			
				
					 
					
					 
				    
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				 Antonius 
				
				
					 Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
				 
				 
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				  Re: Offhand Problem  
					
						Hey i still have problems with getting this to work! 
					
  
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			| Mon Feb 07, 2011 8:39 pm | 
			
				
					 
					
					 
				    
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				 p3lb0x 
				Forum Moderator 
				
					 Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
				 
				 
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				  Re: Offhand Problem  
					
						Have you tried equipping another weapon in game that isn't off hand? I had the same problem when I first started doing off hand weapons. It was working, I just wasn't using another weapon to take the main hand slot. 
					
  
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			| Mon Feb 07, 2011 8:50 pm | 
			
				
					 
					
					 
				  
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				 Antonius 
				
				
					 Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
				 
				 
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				  Re: Offhand Problem  
					
						No, what i can't get to work, is that it still won't appear in the shields section. 
					
  
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			| Mon Feb 07, 2011 9:26 pm | 
			
				
					 
					
					 
				    
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				 Antonius 
				
				
					 Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
				 
				 
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				  Re: Offhand Problem  
					
						I tried with another weapon (YAK-47) But with no success. What the heck is this? 
					
  
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			| Tue Feb 08, 2011 2:58 pm | 
			
				
					 
					
					 
				    
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				 Antonius 
				
				
					 Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
				 
				 
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				  Re: Offhand Problem  
					
						Why isn't anyone helping me anymore? 
					
  
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			| Wed Feb 09, 2011 4:02 pm | 
			
				
					 
					
					 
				    
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				 Antonius 
				
				
					 Joined: Sun Feb 06, 2011 1:15 am Posts: 16 Location: Milky Way
				 
				 
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				  Re: Offhand Problem  
					
						Never mind, i just figured out what indexes do. 
					
  
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			| Wed Feb 09, 2011 4:49 pm | 
			
				
					 
					
					 
				    
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