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BD Thunder
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Joined: Thu Oct 13, 2005 5:47 pm
Posts: 37
Post Posted: Sat Oct 15, 2005 12:35 pm    Post subject:
 
yeah lol, i tried tha for me, didnt work , lol.


I used up all of my sick days, so im calling in dead.....
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BD Thunder
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Joined: Thu Oct 13, 2005 5:47 pm
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Post Posted: Sat Oct 15, 2005 12:37 pm    Post subject:
 
i mean in figuring everythung out....but now i have to start over cause my bro deleted the all the stuf i need cause we needed to install tribes again, so im makin a seperate tribes this time, lol.


I used up all of my sick days, so im calling in dead.....
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BD Thunder
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Post Posted: Sat Oct 15, 2005 5:43 pm    Post subject:
 
well heres what i have and still no dice....

Item.cs=

Code:
ItemData DiscAmmo
{
   description = "Disc";
   className = "Ammo";
   shapeFile = "discammo";
   heading = "xAmmunition";
   shadowDetailMask = 4;
   price = 2;
};


ItemImageData DiscLauncher2Image
{
   shapeFile = "disc";
   mountPoint = 0;
   mountRotation = { 3, -1.5, 0 };

   weaponType = 3; // DiscLauncher
   ammoType = DiscAmmo;
   projectileType = DiscShell;
   accuFire = true;
   reloadTime = 0.25;
   fireTime = 1.25;
   spinUpTime = 0.25;

   sfxFire = SoundFireDisc;
   sfxActivate = SoundPickUpWeapon;
   sfxReload = SoundDiscReload;
   sfxReady = SoundDiscSpin;
};

ItemData DiscLauncher2
{
   description = "Disc Launcher";
   className = "Weapon";
   shapeFile = "disc";
   hudIcon = "disk";
   heading = "bWeapons";
   shadowDetailMask = 4;
   imageType = DiscLauncherImage;
   price = 150;
   showWeaponBar = true;
};



ItemImageData DiscLauncherImage
{
   shapeFile = "disc";
   mountPoint = 0;

   weaponType = 3; // DiscLauncher
   ammoType = DiscAmmo;
   projectileType = DiscShell;
   accuFire = true;
   reloadTime = 0.25;
   fireTime = 1.25;
   spinUpTime = 0.25;

   sfxFire = SoundFireDisc;
   sfxActivate = SoundPickUpWeapon;
   sfxReload = SoundDiscReload;
   sfxReady = SoundDiscSpin;
};

ItemData DiscLauncher
{
   description = "Disc Launcher";
   className = "Weapon";
   shapeFile = "disc";
   hudIcon = "disk";
   heading = "bWeapons";
   shadowDetailMask = 4;
   imageType = DiscLauncherImage;
   price = 150;
   showWeaponBar = true;
};

function DiscLauncher::onMount(%player,%item)
{
   Player::mountItem(%player,DisLauncher2,4);
}

function DiscLauncher::onUnmount(%player,%item)
{
   Player::unmountItem(%player,4);
}



$AutoUse[Blaster] = True;
$AutoUse[Chaingun] = True;
$AutoUse[PlasmaGun] = True;
$AutoUse[Mortar] = True;
$AutoUse[GrenadeLauncher] = True;
$AutoUse[LaserRifle] = True;
$AutoUse[EnergyRifle] = True;
$AutoUse[TargetingLaser] = False;
$AutoUse[ChargeGun] = True;
$AutoUse[DiscLauncher2] = true;


$WeaponAmmo[Blaster] = "";
$WeaponAmmo[PlasmaGun] = PlasmaAmmo;
$WeaponAmmo[Chaingun] = BulletAmmo;
$WeaponAmmo[DiscLauncher] = DiscAmmo;
$WeaponAmmo[DiscLauncher2] = DiscAmmo;
$WeaponAmmo[GrenadeLauncher] = GrenadeAmmo;
$WeaponAmmo[Mortar] = Mortar;
$WeaponAmmo[LaserRifle] = "";
$WeaponAmmo[EnergyRifle] = "";

$NextWeapon[EnergyRifle] = Blaster;
$NextWeapon[Blaster] = PlasmaGun;
$NextWeapon[PlasmaGun] = Chaingun;
$NextWeapon[Chaingun] = DiscLauncher;
$NextWeapon[DiscLauncher] = GrenadeLauncher;
$NextWeapon[GrenadeLauncher] = Mortar;
$NextWeapon[Mortar] = LaserRifle;
$NextWeapon[LaserRifle] = Disclauncher2;
$NextWeapon[DiscLauncher2] = EnergyRifle;

$PrevWeapon[Blaster] = EnergyRifle;
$PrevWeapon[PlasmaGun] = Blaster;
$PrevWeapon[Chaingun] = PlasmaGun;
$PrevWeapon[DiscLauncher] = Chaingun;
$PrevWeapon[GrenadeLauncher] = DiscLauncher;
$PrevWeapon[Mortar] = GrenadeLauncher;
$PrevWeapon[LaserRifle] = Mortar;
$PrevWeapon[DiscLauncher2] = LaserRifle;
$PrevWeapon[EnergyRifle] = DiscLauncher2;


ARMOR:


$ItemMax[larmor, Blaster] = 1;
$ItemMax[larmor, Chaingun] = 1;
$ItemMax[larmor, Disclauncher] = 1;
$ItemMax[larmor, GrenadeLauncher] = 1;
$ItemMax[larmor, Mortar] = 0;
$ItemMax[larmor, PlasmaGun] = 1;
$ItemMax[larmor, LaserRifle] = 1;
$ItemMax[larmor, EnergyRifle] = 1;
$ItemMax[larmor, TargetingLaser] = 1;
$ItemMax[larmor, MineAmmo] = 3;
$ItemMax[larmor, Grenade] = 5;
$ItemMax[larmor, Beacon]  = 3;
$ItemMax[larmor, Disclauncher2] = 1;


What am i missing or what did i do wrong??




I used up all of my sick days, so im calling in dead.....
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TE-Noxwizard
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Joined: Tue Jun 07, 2005 5:59 pm
Posts: 941
Location: Texas
Post Posted: Sat Oct 15, 2005 6:57 pm    Post subject:
 
Let me get something clear first. You are making a dual image weapon right? To do that you mount a second image on to the first one. You need to change all the DiscLauncher2 stuff to DiscLauncher. Change the stuff in the armor data, the prev/next weapons, the autouse part, and the ItemMax part. The only thing that needs a 2 is the image itself.


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BD Thunder
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Joined: Thu Oct 13, 2005 5:47 pm
Posts: 37
Post Posted: Sat Oct 15, 2005 7:53 pm    Post subject:
 
alright il see how that works out. :lol: :lol: :lol:


I used up all of my sick days, so im calling in dead.....
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BD Thunder
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Joined: Thu Oct 13, 2005 5:47 pm
Posts: 37
Post Posted: Sat Oct 15, 2005 8:03 pm    Post subject:
 
ok, so i deleted all the discaluncher 2 stuff from auto-use and all that crap..., now im totally lost, ....wow i suck, lol... 8) 8) ..


I used up all of my sick days, so im calling in dead.....
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TE-Noxwizard
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Joined: Tue Jun 07, 2005 5:59 pm
Posts: 941
Location: Texas
Post Posted: Sun Oct 16, 2005 2:15 pm    Post subject:
 
You just needed to delete the "2", not the whole line.


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