GUN

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GUN

Postby Max » Sat Nov 03, 07 3:22 am

ok plz help me l made a gun and l need some help how do l make a gun start
off with more then one type of ammo and l made it shoot 20mm ammo and
all it douse is make the sound and not explode it just makes a pistol hole in
the wall + the damage plz help!
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Postby Tonnochi » Sat Nov 03, 07 3:29 am

G3t oN t3H boat?
Last edited by Tonnochi on Sat Nov 03, 07 3:29 am, edited 1 time in total.
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Postby Max » Sat Nov 03, 07 3:32 am

um well ...

if that is English l have know idea what it means


now if it is another language l still don't know what it means

PLZ explane
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Postby Kaiden » Sat Nov 03, 07 3:34 am

Not really my area, there is a guide somewhere on how to make a gun, can't find it though..
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Postby Dae » Sat Nov 03, 07 8:39 am

MAX wrote:ok plz help me l made a gun and l need some help how do l make a gun start
off with more then one type of ammo and l made it shoot 20mm ammo and
all it douse is make the sound and not explode it just makes a pistol hole in
the wall + the damage plz help!

paste the script here please
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Postby Max » Sat Nov 03, 07 8:41 am

here it is

Code: Select all
//=============================================================================
// myPistol.
//=============================================================================
class sAm'sPistol extends WeaponPistol.;

defaultproperties
{
     largeIcon=Texture'DeusExUI.Icons.LargeIconPistol'
     largeIconWidth=46
     largeIconHeight=28
     Description="sAm's cool pistol."
     beltDescription="SAM'S PISTOL"
     LowAmmoWaterMark=4
     GoverningSkill=Class'DeusEx.SkillWeaponPistol'
     EnviroEffective=ENVEFF_Air
     Concealability=CONC_Visual
     ShotTime=0.10000
     ReloadTime=0.006000
     HitDamage=900
     MaxRange=48000
     AccurateRange=2400
     BaseAccuracy=0.200000
     bCanHaveScope=True
     bHasScope=True
     bCanHaveLaser=True
     bHaveLaser=True
     bCanHaveSilencer=True
     bHaveSilence=True
     recoilStrength=0.00000
     mpReloadTime=0.006000
     mpHitDamage=900
     mpBaseAccuracy=0.200000
     mpAccurateRange=2400
     mpMaxRange=48000
     mpReloadCount=9
     bCanHaveModBaseAccuracy=True
     bHaveModBaseAccuracy=True
     bCanHaveModReloadCount=True
     bModReloadCount=True
     bCanHaveModAccurateRange=True
     bHaveModAccurateRange=True
     bCanHaveModReloadTime=True
     bHaveModReloadTime=True
     bCanHaveModRecoilStrength=True
     bHaveModRecoilStrength=True
     AmmoNames(0)=Class'DeusEx.Ammo762mm'
     AmmoNames(1)=Class'DeusEx.Ammo10mm'
     AmmoNames(2)=Class'DeusEx.Ammo20mm'
     AmmoNames(3)=Class'DeusEx.Ammo3006'
     AmmoNames(4)=Class'DeusEx.AmmoBattery'
     AmmoNames(5)=Class'DeusEx.ammocrate'
     AmmoNames(6)=Class'DeusEx.AmmoDartFlare'
     AmmoNames(7)=Class'DeusEx.AmmoDartPoison'
     AmmoNames(8)=Class'DeusEx.AmmoGreaselSpit'
     AmmoNames(9)=Class'DeusEx.AmmoLAM'
     AmmoNames(10)=Class'DeusEx.AmmoNapalm'
     AmmoNames(11)=Class'DeusEx.AmmoRocket'
     AmmoNames(12)=Class'DeusEx.AmmoRocketWP'
     AmmoNames(12)=Class'DeusEx.AmmoGasGrenade'
     AmmoName(1)=Class'DeusEx.Ammo10mm'
     AmmoName(0)=Class'DeusEx.Ammo762mm'
     AmmoName(1)=Class'DeusEx.Ammo10mm'
     AmmoName(2)=Class'DeusEx.Ammo20mm'
     AmmoName(3)=Class'DeusEx.Ammo3006'
     AmmoName(4)=Class'DeusEx.AmmoBattery'
     AmmoName(5)=Class'DeusEx.ammocrate'
     AmmoName(6)=Class'DeusEx.AmmoDartFlare'
     AmmoName(7)=Class'DeusEx.AmmoDartPoison'
     AmmoName(8)=Class'DeusEx.AmmoGreaselSpit'
     AmmoName(9)=Class'DeusEx.AmmoLAM'
     AmmoName(10)=Class'DeusEx.AmmoNapalm'
     AmmoName(11)=Class'DeusEx.AmmoRocket'
     AmmoName(12)=Class'DeusEx.AmmoRocketWP'
     AmmoName(12)=Class'DeusEx.AmmoGasGrenade'
     ReloadCount=700
     PickupAmmoCount=700
     bInstantHit=True
     FireOffset=(X=-22.000000,Y=10.000000,Z=14.000000)
     shakemag=1.000000
     CockingSound=Sound'DeusExSounds.Weapons.PistolReload'
     SelectSound=Sound'DeusExSounds.Weapons.PistolSelect'
     InventoryGroup=2
     ItemName="sAm's Pistol"
     PlayerViewOffset=(X=22.000000,Y=-10.000000,Z=-14.000000)
     PlayerViewMesh=LodMesh'DeusExItems.Glock'
     PickupViewMesh=LodMesh'DeusExItems.GlockPickup'
     Icon=Texture'DeusExUI.Icons.BeltIconPistol'
     Mesh=LodMesh'DeusExItems.GlockPickup'
     CollisionRadius=7.000000
     CollisionHeight=1.000000
}


lol faces :D

Admin: next time use [code][/code] tags
Last edited by Max on Sat Nov 03, 07 8:42 am, edited 1 time in total.
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Postby MJ12 » Sat Nov 03, 07 8:47 am

I think, You forgot the projectilenames
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Postby Max » Sat Nov 03, 07 8:48 am

you mean like

projectilename(1)=
projectilename(2)=

and so on?
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Postby MJ12 » Sat Nov 03, 07 8:51 am

projectilename(0)=
projectilename(1)=
projectilename(2)=
projectilename(3)=
projectilename(4)=
projectilename(5)=
projectilename(6)=
projectilename(7)=
projectilename(8)=
projectilename(9)=
projectilename(10)=
projectilename(11)=
projectilename(12)=

Or

projectilenames(0)=
projectilenames(1)=
projectilenames(2)=
projectilenames(3)=
projectilenames(4)=
projectilenames(5)=
projectilenames(6)=
projectilenames(7)=
projectilenames(8)=
projectilenames(9)=
projectilenames(10)=
projectilenames(11)=
projectilenames(12)=
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Postby Max » Sat Nov 03, 07 8:52 am

thx

now how do l make the wepon start with all the ammo
Last edited by Max on Sat Nov 03, 07 8:54 am, edited 1 time in total.
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Postby Dae » Sat Nov 03, 07 8:56 am

MAX wrote:class sAm'sPistol extends WeaponPistol.;

Does the game work properly with ' symbol? If so, I would still recommend to remove it.

And you don't need a dot after WeaponPistol ;)

MAX wrote:projectilename(1)=
projectilename(2)=

not name, but names, and in scripting the first number in array is 0, not 1

Code: Select all
AmmoName(1)=Class'DeusEx.Ammo10mm'
AmmoName(0)=Class'DeusEx.Ammo762mm'
AmmoName(1)=Class'DeusEx.Ammo10mm'
AmmoName(2)=Class'DeusEx.Ammo20mm'
AmmoName(3)=Class'DeusEx.Ammo3006'
AmmoName(4)=Class'DeusEx.AmmoBattery'
AmmoName(5)=Class'DeusEx.ammocrate'
AmmoName(6)=Class'DeusEx.AmmoDartFlare'
AmmoName(7)=Class'DeusEx.AmmoDartPoison'
AmmoName(Cool=Class'DeusEx.AmmoGreaselSpit'
AmmoName(9)=Class'DeusEx.AmmoLAM'
AmmoName(10)=Class'DeusEx.AmmoNapalm'
AmmoName(11)=Class'DeusEx.AmmoRocket'
AmmoName(12)=Class'DeusEx.AmmoRocketWP'
AmmoName(12)=Class'DeusEx.AmmoGasGrenade'

remove that, it's either AmmoName=... or AmmoNames(x)=...
Last edited by Dae on Sat Nov 03, 07 8:57 am, edited 1 time in total.
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Postby Max » Sat Nov 03, 07 8:59 am

o ok l see what you mean

were can l fund the projectilenames
Last edited by Max on Sat Nov 03, 07 9:02 am, edited 2 times in total.
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Postby Alex » Sat Nov 03, 07 9:38 am

Code: Select all
var() class<Ammo>      AmmoNames[3];         // three possible types of ammo per weapon
var() class<Projectile> ProjectileNames[3];      // projectile classes for different ammo

You can't add that much ammo & projectile names.
There's a maximum of 3.
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Postby Max » Sat Nov 03, 07 9:39 am

o ok thx alex
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