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				 NikolaAnicic007 
				
				
					 Joined: Thu Aug 08, 2013 10:36 pm Posts: 25
				 
				 
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				  How do I make a grenade/rocket/flame launcher?  
					
						Hello Modding Community!
  I have a question... How do I make a grenade or a rocket launcher ._.' Total Newb here, so don't give me the "Set the emmiter to TXB_Grenade_0x14x" etc... ._.' Thanks for the help!
  NikolaAnicic007 
					
  
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			| Thu Sep 18, 2014 1:36 pm | 
			
				
					 
					
					 
				  
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: How do I make a grenade/rocket/flame launcher?  
					
						It's very simple, just set the emmiter to TXB_Grenade_0x14x.
 
  Jokes aside, if you already know how to make any other pixel shooting gun (which I suppose you know how to do since you are asking for something more complex), all you have to do is define an emitter and set it as the round. Defining emitters isn't hard, look for the definition of emitters (the emitter of the dummy Destroyer isn't cluttered and easy to read).
  For grenade launchers, you just define a TDExplosive instead and set it as the round. Flamethrowers are a tad more complicated since you have to do the famous emitter trick, which is create a very short lived emitter that emits all the particles you want (like the smoke/flame effects and some damaging pixels). You could also use Lua, but the emitter trick is more interesting and more helpful to know in the long run. 
					
  
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			| Mon Sep 22, 2014 1:43 am | 
			
				
					 
					
					 
				  
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				 Arcalane 
				
				
					 Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
				 
				 
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				  Re: How do I make a grenade/rocket/flame launcher?  
					
						The most vital point, though- look at existing examples of what you want to make. The Browncoats have sort-of flamethrowers (though if you want to set actors on fire, this will be more challenging!) and there are plenty of rocket, missile, and grenade launchers floating around already.
  Once you have the framework in place all you need to do is finetune the various variables like gib count, projectile velocity, and so on. 
					
  
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			| Mon Sep 22, 2014 5:56 am | 
			
				
					 
					
					 
				    
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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: How do I make a grenade/rocket/flame launcher?  
					
						The flame effect from my Brolands guns work pretty well on normal sized humanoid actors, you can probably salvage that if you want. 
					
  
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			| Mon Sep 22, 2014 8:26 am | 
			
				
					 
					
					 
				  
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				 NikolaAnicic007 
				
				
					 Joined: Thu Aug 08, 2013 10:36 pm Posts: 25
				 
				 
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				  Re: How do I make a grenade/rocket/flame launcher?  
					
						Thank you all, gonna try this :3 I'm pretty good at salvaging from the Vanilla, haven't tried a blank slate yet so that's great xD I actually made a plasma sniper rifle...But Emitters seem a tad complicated...Gonna try it tho   Why do I need the 0x14x part?  
					
  
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			| Fri Sep 26, 2014 12:17 pm | 
			
				
					 
					
					 
				  
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				 NikolaAnicic007 
				
				
					 Joined: Thu Aug 08, 2013 10:36 pm Posts: 25
				 
				 
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				  Re: How do I make a grenade/rocket/flame launcher?  
					
						How do I change the name of the topic ._.'? P.S Here's my grenade code, I can't get it to work ._.'. Plus it has the GermanGrenadeA.bmp sprite while falling... Code: AddDevice = MOSRotating    PresetName = Impact Grenade Payload    Mass = 0.75    RestThreshold = -500    HitsMOs = 1    GetsHitByMOs = 1    SpriteFile = ContentFile       FilePath = NeoTech.rte/Devices/N-G/NGrenade.bmp    FrameCount = 1    SpriteOffset = Vector       X = -2       Y = -7    EntryWound = AEmitter       CopyOf = Dent Metal No Spark    ExitWound = AEmitter       CopyOf = Dent Metal No Spark    GoldValue = 10    AngularVel = 7    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 2       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 10    DeepCheck = 1    GibSound = Sound       Priority = 1000       AddSample = ContentFile          Path = Base.rte/Sounds/Explode1.wav       AddSample = ContentFile          Path = Base.rte/Sounds/Explode2.wav    EffectOnGib = 1    EffectAlwaysShows = 1    ScreenEffect = ContentFile       Path = Base.rte/Effects/Glows/YellowHuge.bmp    GibImpulseLimit = 1    GibWoundLimit = 3    AddGib = Gib       GibParticle = MOPixel          CopyOf = Glow Explosion Huge    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Side Thruster Blast Ball 1       Count = 15       MinVelocity = 40       MaxVelocity = 85    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Fire Puff Large       Count = 5       MinVelocity = 6       MaxVelocity = 10       LifeVariation = 0.25    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Fire Puff Medium       Count = 8       MinVelocity = 9       MaxVelocity = 20       LifeVariation = 0.30    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Fire Puff Small       Count = 10       MinVelocity = 19       MaxVelocity = 40       LifeVariation = 0.50    AddGib = Gib       GibParticle = MOPixel          CopyOf = Grenade Fragment Gray       Count = 50       MinVelocity = 20       MaxVelocity = 45    AddGib = Gib       GibParticle = MOPixel          CopyOf = Grenade Fragment Yellow       Count = 45       MinVelocity = 20       MaxVelocity = 45    AddGib = Gib       GibParticle = MOPixel          CopyOf = Air Blast       Count = 360       MinVelocity = 40       MaxVelocity = 65    AddGib = Gib       GibParticle = MOPixel          ScriptPath = Techion.rte/Devices/Weapons/Dissipate.lua    Count = 100    Mass = 15.9    RestThreshold = -500    LifeTime = 120    Sharpness = 12    HitsMOs = 1    GetsHitByMOs = 0    Color = Color       R = 133       G = 198       B = 255    Atom = Atom       Material = Material          CopyOf = Bullet Metal       TrailColor = Color          R = 186          G = 218          B = 234       TrailLength = 6    ScreenEffect = ContentFile       FilePath = Techion.rte/Effects/Glows/LaserGlow.bmp    EffectStartTime = 0    EffectStopTime = 120    EffectStartStrength = 0.9    EffectStopStrength = 0.3    MinVelocity = 50    MaxVelocity = 75
 
  AddDevice = TDExplosive    PresetName = "Neon" Grenade    Description = NeoTech grenade, created to destroy tissue, but do minimal damage to walls...    AddToGroup = Grenades    AddToGroup = Bombs    Mass = 0.15    RestThreshold = -500    HitsMOs = 1    GetsHitByMOs = 1    ScriptPath = NeoTech.rte/Devices/N-G/ImpactFuze.lua    SpriteFile = ContentFile       FilePath = NeoTech.rte/Devices/N-G/NGrenade.bmp    FrameCount = 1    SpriteOffset = Vector       X = -2       Y = -7    EntryWound = AEmitter       CopyOf = Dent Metal No Spark    ExitWound = AEmitter       CopyOf = Dent Metal No Spark    GoldValue = 5    AngularVel = 7    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 2       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 10    DeepCheck = 1    JointStrength = 100    JointStiffness = 0.5    JointOffset = Vector       X = 0       Y = 3    DrawAfterParent = 0    StanceOffset = Vector       X = 8       Y = 5    StartThrowOffset = Vector       X = -12       Y = -5    EndThrowOffset = Vector       X = 12       Y = -5    MinThrowVel = 10    MaxThrowVel = 17    TriggerDelay = 10000    ActivatesWhenReleased = 1    GibImpulseLimit = 5000    GibWoundLimit = 4    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Gib Military Tiny A       Offset = Vector          X = 0          Y = -3    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Gib Military Tiny A       Offset = Vector          X = -3          Y = -1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Gib Metal Grey Micro A       Offset = Vector          X = -3          Y = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Gib Metal Grey Micro A       Offset = Vector          X = 1          Y = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Gib Metal Grey Micro A       Offset = Vector          X = -2          Y = -3
   
					
  
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			| Fri Sep 26, 2014 12:27 pm | 
			
				
					 
					
					 
				  
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: How do I make a grenade/rocket/flame launcher?  
					
						What do you mean by can't get it to work? The game crashes? It appears in game as some other item? You need to be more specific for us to help, blindly guessing takes too long    
					
  
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			| Sat Sep 27, 2014 12:25 am | 
			
				
					 
					
					 
				  
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				 NikolaAnicic007 
				
				
					 Joined: Thu Aug 08, 2013 10:36 pm Posts: 25
				 
				 
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				  Re: How do I make a grenade/rocket/flame launcher?  
					
						Sorry xD Forgot to add the error. The game crashes, I suspect it has something to do with the Techion plasma particle... When I Deleted that it worked, but I need the grenade to spawn the bullet or else it's just another GermanGrenadeA     
					
  
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			| Sat Sep 27, 2014 9:12 am | 
			
				
					 
					
					 
				  
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