General > User modifications
Anyone care to give me a hand?
DiDiT:
I'm a little rusty when it comes to modding so I'm wondering if anyone could lend me a hand.
I've written some new ammo types I'm trying to work with.
--- Code: ---// =======================
// GrayTek Armoury
// =======================
// =======================
// Obsidian shard and Dragons teeth shells
// =======================
item shotgun2_Obsid_ammo
{
name "_Obsidian Shard Shells"
model weapons/shotgun2/shotgun_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.2
price 500
size 4
is_primary true
dmgtype blast
weapon_mod shotgun2
{
firedef
{
name "_Single Shot"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-shotgunmini
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce true
speed 3000
spread "1.8 1.8"
crouch 1.0
range 14
shots 10
ammo 1
delaybetweenshots 0
time 7
damage "25 10"
dmgweight normal_spray
reaction true
}
firedef
{
name "_3-Round Burst"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-shotgunmini
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce false
speed 3000
spread "2.8 2.8"
crouch 1.0
range 14
shots 27
ammo 3
delaybetweenshots 36
time 12
damage "25 10"
dmgweight normal_spray
reaction true
}
}
}
item shotgun2_Dragon_ammo
{
name "_Dragons-Teeth Shells"
model weapons/shotgun2/shotgun_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 2.0
price 35
size 5
is_primary true
dmgtype normal
weapon_mod shotgun2
{
firedef
{
name "_Single Shot"
skill close
projtl bullet
impact fireImpact
hitbody burning
firesnd weapons/flamer-small
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce true
speed 3000
spread "1.5 1.5"
crouch 0.8
range 8
shots 1
ammo 1
delaybetweenshots 0
time 7
damage "60 15"
dmgweight normal_heavy
reaction true
}
firedef
{
name "_3-Round Burst"
skill close
projtl bullet
impact fireImpact
hitbody burning
firesnd weapons/flamer-small
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce false
speed 3000
spread "2.4 2.4"
crouch 0.7
range 8
shots 3
ammo 3
delaybetweenshots 5
time 12
damage "60 15"
dmgweight fire_flamer
reaction true
}
}
}
// =======================
// Explosive Sniper Rounds
// =======================
item sniper_explosive_ammo
{
name "_Explosive Sniper Rifle Rounds"
model weapons/sniper/sniper_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.15
price 300
size 5
is_primary true
dmgtype normal
weapon_mod sniper
{
firedef
{
name "_Snap Shot"
skill sniper
projtl bullet_sniper
impact explosionGrenade
hitbody null
firesnd weapons/bullet-sniper
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3600
spread "1.5 1.5"
crouch 0.5
range 90
shots 1
ammo 1
time 12
damage "90 0"
spldmg "90 30"
splrad 3
dmgweight blast
reaction true
}
firedef
{
name "_Aimed Shot"
skill sniper
projtl bullet_sniper
impact bulletImpact
hitbody null
firesnd weapons/bullet-sniper
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3600
spread "0.9 0.9"
crouch 0.5
range 90
shots 1
ammo 1
time 18
damage "90 0"
spldmg "90 30"
splrad 3
dmgweight blast
reaction true
}
}
}
// =======================
// Plasma rockets
// =======================
item rpg_plas_ammo
{
name "_Plasma Rocket"
model weapons/rpg2/rpg_ammo
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.1
price 1200
size 6
is_primary true
is_heavy true
dmgtype plasma
weapon_mod rpg
{
firedef
{
name "_Aimed Shot"
skill explosive
projtl rocket
impact plasmaBigExplosion
hitbody plasmaBigExplosion
firesnd weapons/rocket-human
impsnd weapons/explosion-plasma
bodysnd weapons/explosion-plasma
speed 450
spread "0.2 0.6"
crouch 0.6
range 250
shots 1
ammo 1
time 14
damage "15 10"
spldmg "110 20"
splrad 5
dmgweight plasma_heavy
}
}
}
// =======================
// Explosive Rifle Rounds
// =======================
item assault_explosive_ammo
{
name "_Explosive Assault Rifle Rounds"
model weapons/assault/assault_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.25
price 1200
size 3
is_primary true
dmgtype normal
weapon_mod assault
{
firedef
{
name "_Snap Shot"
skill assault
projtl bullet
impact explosionGrenade
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1.8 1.8"
crouch 0.7
range 70
shots 1
ammo 1
time 8
damage "30 5"
spldmg "90 20"
splrad 3
dmgweight blast
reaction true
}
firedef
{
name "_3-Round Burst"
skill assault
projtl bullet
impact explosionGrenade
hitbody null
firesnd weapons/bullet-rifle-3x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce true
speed 3000
spread "2.0 2.0"
crouch 0.7
range 70
shots 3
ammo 3
delaybetweenshots 10
time 12
damage "30 5"
spldmg "90 20"
splrad 3
dmgweight blast
reaction true
}
firedef
{
name "_Aimed shot"
skill assault
projtl bullet
impact explosionGrenade
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1 1"
crouch 0.7
range 70
shots 1
ammo 1
time 14
damage "30 5"
spldmg "90 20"
splrad 3
dmgweight blast
}
}
}
--- End code ---
I've still gotta test and balance it but as far as I can tell, this code should work fine. I've added it to the bottom of Weapons_human. Is that all I need to do for it to be in game or do I have to add anything else?
Also, how would I make certain items (E.G the plasma-rockets) require research?
geever:
--- Quote from: DiDiT on March 01, 2012, 09:20:25 am ---I'm a little rusty when it comes to modding so I'm wondering if anyone could lend me a hand.
I've written some new ammo types I'm trying to work with.
I've still gotta test and balance it but as far as I can tell, this code should work fine. I've added it to the bottom of Weapons_human. Is that all I need to do for it to be in game or do I have to add anything else?
Also, how would I make certain items (E.G the plasma-rockets) require research?
--- End quote ---
You need to create research entries for them, check research.ufo.
-geever
DiDiT:
Ah, cheers! Is that all?
Also, how would I add custom mail?
geever:
--- Quote from: DiDiT on March 01, 2012, 07:31:10 pm ---Ah, cheers! Is that all?
Also, how would I add custom mail?
--- End quote ---
Check the research entries, everything is there.
-geever
DiDiT:
Right so adding in the items into the research file will remove the 'tech' error I'm getting to start?
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