View unanswered posts | View active topics It is currently Sat Dec 28, 2024 6:14 pm



Reply to topic  [ 4 posts ] 
 Making my mod and I'm a little confused 
Author Message

Joined: Wed Jun 02, 2010 9:55 am
Posts: 2
Reply with quote
Post Making my mod and I'm a little confused
Well, to be honest, it's the first time I've made a mod for Cortex Command. (I thought a gun would be simpler than an actor and I thought I'd start there!)
So, I had a look at the explanation for what each line is (By Major) and how to find the offset (by Azukki) and I get that much. But some of it doesn't really make sense to me and I was wondering if I could get some help on figuring the lines out. The lines are;
Code:
   SpriteOffset = Vector                                                         // Defines where the sprite is located, from the upper left corner of the sprite.
      X = 0                                                                 // How far to the right the sprite will be located, in pixels. Negative is Left.
      Y = 0                                                                 // How far down the sprite will be located, in pixels. Negative is Up.
   ParentOffset = Vector                                                         // Defines where the object is located on the object it is attached to, from the upper left corner of the sprite. Here this object is an HDFirearm.
      X = -3                                                                // How far to the right the Object will be located, in pixels. Negative is Left.
      Y = 0                                                                 // How far down the Object will be located, in pixels. Negative is Up.

What I don't get is that - is it telling me where the sprite's middle is with SpriteOffset and where it'll be in relation to that with ParentOffset?
Another thing I don't get - With the code, there's two sets of AddAmmo = Round. One the Pistol Tracer Round and one the Pistol Round. What's the difference? Do I need to have both of them? What'll happen if I don't?

Thanks in advance. Sorry if this questions already been answered, I couldn't find it. :s


Sat Apr 21, 2012 4:32 pm
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Making my mod and I'm a little confused
You've got a parent offset on the gun? You're sure it's not the magazine of the gun that has a parent offset?


The tracers are just more visible rounds. Look closely, and you'll see that with some weapons in the game, every third or so shot is yellow instead of grey? That's the tracer. RTTRatio is how often in the magazine they appear.
Tracers aren't needed, and not even really suitable except for in automatic guns. They're just an extra feature to spruce it up. You can delete the tracer rounds if you want, but you'll also have to the delete the magazine's reference to the tracers. There should be two lines, one with "TracerRounds = Round" and another beneath with "CopyOf = Pistol Tracer Round." Delete those lines, and the tracer round "AddAmmo = Round [blahblah]" if you want to simplify it all down to one round.


Sat Apr 21, 2012 8:59 pm
Profile

Joined: Wed Jun 02, 2010 9:55 am
Posts: 2
Reply with quote
Post Re: Making my mod and I'm a little confused
Well, if it's any help, here's what I've got so far. The parentoffset was on the magazine, I should have said that (the tutorial was for a pistol, trying to make an auto).
It's probably pretty messy and if you can pick up any errors it'd be appreciated.

Tracers, okay, so should I use it here?

Also, when I tried to run it, I got this message:
Quote:
Abortion in file .\System\Reader.cpp, line 534, because:
Could not match property in Brank.rte\Devices\GerundAR\Gun.ini at line 1!
The last frame has been dumped to 'abortscreen.bmp'


And I dunno what the problem is :s
(Oh, and explanations to what any offsets are and how to position them, it'd be appreciated. or maybe I should reread the tuts.)
Code:
AddEffect = MOPixel
   PresetName = Bullet Gerund AR
   Mass = 0.1
   LifeTime = 820
   Sharpness = 30
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 81
      G = 81
      B = 81
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 120
         G = 120
         B = 120
      TrailLength = 38

AddEffect = MOPixel
   CopyOf = Bullet Gerund AR
   PresetName = Tracer Gerund AR
   Mass = 0.2
   Sharpness = 40
   Color = Color
      R = 100
      G = 100
      B = 100
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 150
         G = 150
         B = 150
      TrailLength = 44

//Ammo

AddAmmo = Round
   PresetName = Round Gerund AR
   ParticleCount = 2
   Particle = MOPixel
      CopyOf = Bullet Gerund AR
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 200
   ShellVelocity = 10
   Separation = 0

AddAmmo = Round
   PresetName = Tracer GerundAR
   ParticleCount = 2
   Particle = MOPixel
      CopyOf = Tracer Gerund AR
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 260
   ShellVelocity = 10
   Separation = 0

//Magazines

AddAmmo = Magazine
   PresetName = Magazine Gerund AR
   Mass = 2
        HitsMOs = 0
        GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Brank.rte/Devices/Sprites/GerundARMagazine.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
        ParentOffset = Vector
                X = 4
                Y = -5
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 1
   DeepCheck = 1
   JointStrength = 200
   JointStiffness = 0.5
   JointOffset = Vector
      X = 1
      Y = 3
   DrawAfterParent = 0
   RoundCount = 10
   RTTRatio = 3
   RegularRound = Round
      CopyOf = Round Gerund AR
   TracerRound = Round
      CopyOf = Tracer GerundAR


//Devices


AddDevice = HDFirearm
   PresetName = Gerund AR
   AddToGroup = Weapons
   Description = An accurate, fast firing assault rifle, though doesn't do much damage.
   Mass = 9
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Brank.rte/Devices/Sprites/GerundAR.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -6
      Y = -4
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 70
   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 = 2
   DeepCheck = 1
   JointStrength = 100
   JointStiffness = 0.5
   JointOffset = Vector
      X = -3
      Y = 1
   DrawAfterParent = 0
   OneHanded = 0
   StanceOffset = Vector
      X = 10
      Y = 2
   SharpStanceOffset = Vector
      X = 11
      Y = 0
   SupportOffset = Vector
      X = 2
      Y = 3
   SharpLength = 125
   Magazine = Magazine
      CopyOf = Magazine Gerund AR
      ParentOffset = Vector
         X = 0
         Y = 0
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol

   FireSound = Sound
      AddSample = ContentFile
         FilePath = Brank.rte/Devices/MuterFire.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 = 10
   ReloadTime = 900
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 10
   SharpShakeRange = 3
   NoSupportFactor = 1.5
   ParticleSpreadRange = 0
   ShellSpreadRange = 8
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 1
      Y = 14
   EjectionOffset = Vector
                X = 4
                Y = -5
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 3
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 5
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 10
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   GibWoundLimit = 4


Sun Apr 22, 2012 11:10 am
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Making my mod and I'm a little confused
It says there's a problem at line one, but line one looks fine.
That usually means that the problem is actually something in the Index.ini, usually formatting.
Check that out, and post it if you can't find anything wrong with it yourself.

As for offsets, I'm likely not going to be able to explain much better than I did in the tutorial unless you have some specific questions.


Sun Apr 22, 2012 7:51 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 4 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.074s | 13 Queries | GZIP : Off ]