General > User modifications
Rocket launcher secondary ammo
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Thrashard96:
Hi, i was wondering how to add secondary ammo for rocket launcher, but how to do it? I made the rpg_ammo2 and firemodes for rpg2 from the grenade laucher... Anyone knows what is wrong?
geever:
--- Quote from: PAUL1UZ5 on July 22, 2010, 06:49:05 pm ---Hi, i was wondering how to add secondary ammo for rocket launcher, but how to do it? I made the rpg_ammo2 and firemodes for rpg2 from the grenade laucher... Anyone knows what is wrong?
--- End quote ---
without looking into your script changes: no. noone will.
-geever
Thrashard96:
in the file there is every mod i made. hope you try it.
geever:
--- Quote from: PAUL1UZ5 on July 22, 2010, 06:49:05 pm ---Hi, i was wondering how to add secondary ammo for rocket launcher, but how to do it? I made the rpg_ammo2 and firemodes for rpg2 from the grenade laucher... Anyone knows what is wrong?
--- End quote ---
LOOL!! We have a real cheater-lame here:
--- Code: --- aircraft craft_drop_firebird
{
param {
- speed 7
- maxspeed 10
- shield 0
- ecm 70
- damage 200
- accuracy 70
- range 240
+ speed 700
+ maxspeed 1000
+ shield 100
+ ecm 100
+ damage 500
+ accuracy 100
+ range 1000
}
name "_Firebird-class Dropship"
defaultname "_Firebird D"
type transporter
model "geoscape/drop_firebird"
- price 20000
+ price 2
building building_hangar
numteam 8
size 2
--- End code ---
Super dropship for 2c! The diff is full with such silly changes. Sorry I can hardly take you seriously after that. You should have noticed the
--- Code: ---Com_EParseValue: a V_RELABS (relative) value should only be between 0.00..1 and 2.0 (file: 'src/common/scripts.c', line: 1699)
--- End code ---
warnings they mean you gave invalid values to some params. V_RELABS used for damage, accuracy, ecm, speed, maxspeed and fuelsize parameters as I see.
back to your problem: It is that you made an rpg_ammo2 ammunition which works with rpg2 weapon that doesn't exist. On a sidenote: you'll need a tech definition to use the weapon in game (campaign), otherwise will probably get errors.
-geever
Thrashard96:
--- Quote from: geever on July 22, 2010, 10:19:44 pm ---LOOL!! We have a real cheater-lame here:
--- Code: --- aircraft craft_drop_firebird
{
param {
- speed 7
- maxspeed 10
- shield 0
- ecm 70
- damage 200
- accuracy 70
- range 240
+ speed 700
+ maxspeed 1000
+ shield 100
+ ecm 100
+ damage 500
+ accuracy 100
+ range 1000
}
name "_Firebird-class Dropship"
defaultname "_Firebird D"
type transporter
model "geoscape/drop_firebird"
- price 20000
+ price 2
building building_hangar
numteam 8
size 2
--- End code ---
Super dropship for 2c! The diff is full with such silly changes. Sorry I can hardly take you seriously after that. You should have noticed the
--- Code: ---Com_EParseValue: a V_RELABS (relative) value should only be between 0.00..1 and 2.0 (file: 'src/common/scripts.c', line: 1699)
--- End code ---
warnings they mean you gave invalid values to some params. V_RELABS used for damage, accuracy, ecm, speed, maxspeed and fuelsize parameters as I see.
back to your problem: It is that you made an rpg_ammo2 ammunition which works with rpg2 weapon that doesn't exist. On a sidenote: you'll need a tech definition to use the weapon in game (campaign), otherwise will probably get errors.
-geever
--- End quote ---
1. I did modify the aircraft because i hate alien fighter ships, which mess with my REALLY experienced teams, so i added speed and accuracy, maximized ecm (i don't even know what it is), overpowered shields and overmaximized shiva cannon.
2. I will try to fix it.
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