project-navigation
Personal tools

Author Topic: Anyone care to give me a hand?  (Read 4499 times)

Offline DiDiT

  • Squad Leader
  • ****
  • Posts: 149
  • Your local Flame-thrower wielding Furry.
    • View Profile
Anyone care to give me a hand?
« 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.

Code: [Select]
// =======================
// 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
}
}
}

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? 

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2560
    • View Profile
Re: Anyone care to give me a hand?
« Reply #1 on: March 01, 2012, 11:37:28 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?

You need to create research entries for them, check research.ufo.

-geever

Offline DiDiT

  • Squad Leader
  • ****
  • Posts: 149
  • Your local Flame-thrower wielding Furry.
    • View Profile
Re: Anyone care to give me a hand?
« Reply #2 on: March 01, 2012, 07:31:10 pm »
Ah, cheers! Is that all?

Also, how would I add custom mail?

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2560
    • View Profile
Re: Anyone care to give me a hand?
« Reply #3 on: March 01, 2012, 07:39:54 pm »
Ah, cheers! Is that all?

Also, how would I add custom mail?

Check the research entries, everything is there.

-geever

Offline DiDiT

  • Squad Leader
  • ****
  • Posts: 149
  • Your local Flame-thrower wielding Furry.
    • View Profile
Re: Anyone care to give me a hand?
« Reply #4 on: March 01, 2012, 07:47:27 pm »
Right so adding in the items into the research file will remove the 'tech' error I'm getting to start?

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2560
    • View Profile
Re: Anyone care to give me a hand?
« Reply #5 on: March 01, 2012, 08:03:57 pm »
Right so adding in the items into the research file will remove the 'tech' error I'm getting to start?

in research file, you define techs, right.

-geever

Offline DiDiT

  • Squad Leader
  • ****
  • Posts: 149
  • Your local Flame-thrower wielding Furry.
    • View Profile
Re: Anyone care to give me a hand?
« Reply #6 on: March 01, 2012, 08:35:36 pm »
Alright! thats working fine!

Now, I have to work out how to add in custom mail. Just something simple at the start to explain the new weapons along with a entry for each item.