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How do I get my weapons to shoot like the ones in bomber's mods? Heaps of ammo and shoot it fast. I need to be able to do this, please tell me! :[

Saturday, July 02, 2005 at 12:39:29 AM

Download a special.cs file. Check that way <---- under other stuff. Adjust the settings accordingly.

Saturday, July 02, 2005 at 8:43:56 AM

I already have that.... NOBODY UNDERSTANDS! I put it in game/server/scripts and then went to the weapons part and put "count = "999999999999999999";" but I still get the same amount of bullets, I can't possibly dumby it down any furtherer!

Ps. I also went to tankdb.cs and went to the tanks part and put "firescale = 0.0000001;" which makes you shoot way too fast.

Saturday, July 02, 2005 at 11:34:51 PM

 

 

Lightprojectile.count = "99999999999999";
lightprojectile.burstdelay = "1";
lightprojectile.burstcount = "999999999999";

 

ˆ safest way put to mission file. If you want it to effect all your mods, use special.cs.

Sunday, July 03, 2005 at 5:48:07 AM

You need to put a line in your mis.file under object write end....

//--- OBJECT WRITE END ---//
LightProjectile.bounceFactor = 0.5;
LightProjectile.numBounce = 3;
LightProjectile.damage = 0.8;
LightProjectile.splasharea = 1;
LightProjectile.gravityscale = 0.4;
LightProjectile.velocity = 100;
LightProjectile.inheritVelocity = 0;
LightProjectile.count = 1000;
LightProjectile.burstcount = 50;
LightProjectile.burstdelay = 0;
LightProjectile.reloadtime = 0;
LightProjectile.sizescale = 0.5;

And do the same for med heavy baby boss and boss tanks

 

Sunday, July 03, 2005 at 5:52:13 AM

True, or u could use ur special.cs file, but either way is fine

Wednesday, July 06, 2005 at 4:53:13 PM

Ok guys guys, I have got the special.cs working, now how do I have something like in repent's mod, where there are 3 different kinds of splash projectiles, how do I do that with my SPECIAL.CS file, not my.mis files?

Saturday, July 09, 2005 at 12:48:59 AM

?

What does that mean?
the idea I had is to go to the weapons section of special.cs and copy the writing of the splash projectile and put it below but I don't think that works

Saturday, July 09, 2005 at 4:54:51 PM

No that will be all for the weapons, to the terrains

How do I make my maps flat like some of ouch's?

Wednesday, July 13, 2005 at 12:49:12 AM

Have you even tried to find this information in the more obvious threads?

Wednesday, July 13, 2005 at 9:12:06 AM

Which is where? :'(

Friday, July 22, 2005 at 1:50:31 AM

THE NEW MODDING RESOURCE


Friday, July 22, 2005 at 7:38:16 AM

"^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^"
Take it from me, don't bother people for stuff thats already there...
I made that mistake before and it wasn't a fun experiance for me... :(
~~~CS~~~

Friday, July 22, 2005 at 11:51:41 AM

Guys I failed with both weapons and finding the way to make my maps flat, 2 questions;

#1 = what do I do after I do the pup types and snds, do I copy the writing from the desired projectile then put it below and change it or what do I do?

#2 = I can't find the way to get flat maps, can some one give me the EXACT location, I looked every where in ::::THE NEW MODDING RESOURCE::::

Saturday, July 23, 2005 at 2:19:31 AM
b20

#2 =

 

Go to a.mis. For example Medulla Mesa.

Now go Edit > Find > Type in "new terrain block"

It will find you this...

};
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "./terrains/details/detail1";
terrainFile = "./TT1_8.ter";
squareSize = "8"; <----------- Make this 100. So it will look like this squareSize = "100";
emptySquares = "852064 65741 393571 197220 140653 140909 148065 84994 85250 216578 348377 414169 414425 86837 414681 87093 349401 87349 349657 87605 87861 153653 219445 219701 219957 285749 286005 220725 155445 90165 419370 354090 354346 223531 223787 158508 96781 97037 162829 228620 294412 360204 360460 366306 366562 104513 366818";
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8";
position = "-1024 -1024 0";
locked = "true";
};

Done.

-CUC-

 

 

- b20

Last edited: Saturday, July 23, 2005 at 11:06:14 AM

Saturday, July 23, 2005 at 11:05:20 AM

Ok I'll try it

Saturday, July 23, 2005 at 4:38:17 PM

It didn't work

Saturday, July 23, 2005 at 4:53:18 PM

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