Lizzie-DS, on 6 Feb 2008, 13:31, said:
Looks good though, how modable are we talking? Can somone of complet lack of modding experiance mess around with it easy?
This is the game's default code for the shotgun.
Every weapon needs to have a magazine code and a round code to go with the magazine, but this is basically what the code for the game is like.
AddDevice = HDFirearm
InstanceName = Shotgun
AddToGroup = Weapons
AddToGroup = Shotguns
Mass = 6
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Base.rte/Devices/Shotguns/Shotgun.bmp
FrameCount = 2
SpriteOffset = Vector
X = -9
Y = -6
EntryWound = AEmitter
CopyOf = Dent Metal
ExitWound = AEmitter
CopyOf = Dent Metal
GoldValue = 15
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 10
DeepCheck = 1
JointStrength = 75
JointStiffness = 0.5
JointOffset = Vector
X = -5
Y = 2
DrawAfterParent = 0
StanceOffset = Vector
X = 3
Y = 7
SharpStanceOffset = Vector
X = 5
Y = -2
SupportOffset = Vector
X = 4
Y = 2
SharpLength = 150
Magazine = Magazine
CopyOf = Magazine Shotgun
Flash = Attachable
CopyOf = Muzzle Flash Shotgun
FireSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Devices/Shotguns/BangRegular.wav
EmptySound = Sound
AddSample = ContentFile
FilePath = Base.rte/Devices/EmptyClick3.wav
ReloadStartSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Devices/ReloadStart.wav
ReloadEndSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Devices/ReloadEnd.wav
RateOfFire = 100
ReloadTime = 1500
FullAuto = 0
FireIgnoresThis = 1
ShakeRange = 10
SharpShakeRange = 3
NoSupportFactor = 2
ParticleSpreadRange = 3
ShellSpreadRange = 8
ShellAngVelRange = 2
MuzzleOffset = Vector
X = 11
Y = -4
EjectionOffset = Vector
X = -4
Y = -2
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 6
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 5
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 4
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Rust Micro A
Count = 6
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Count = 5
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Device Small H
Count = 1
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Device Small J
Count = 1
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
GibWoundLimit = 3
Pretty self explanatory for some things, like mass, Addgib, goldvalue, etc.
While other things you might need to find out or experiment with, like sharpshakerange and fireignoresthis.
Like Hobbes said, if you have trouble modding, there are complete definitions of each value in the codes somewhere in the forum or wiki.
Of course, this isn't everything, you can add emitters to weapons and things like that.
I learned the code for this in about a day i think.
EDIT-- Sorry for the long code, i thought it was the code tags that you had to scroll down to see the rest of the code in its own little box.
Edited by striker26, 12 February 2008 - 09:07.