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Modding questions


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#21 ched

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Posted 30 May 2006 - 06:55 PM

had a quick look in CnC codes, and I found out that they used more reasonable values :p

try :

Weapon CrusaderMachineGun
  PrimaryDamage = 10.0
  PrimaryDamageRadius = 25.0
  AttackRange = 150.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 600		; dist/sec 
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericTankGun
  FireSound = GenericMachineGunFire
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200			  ; time between shots, msec
  ClipSize = 0				   ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0			 ; how long to reload a Clip, msec
End

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#22 Tobi

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Posted 30 May 2006 - 06:59 PM

gonna try that.. thx
EDIT:as i expected it's still firing slow :(
do u know a mod where something like machineguns or at least fast-firing weapons has been implemented?
it seems as if bfme doesn't want the weapons to shoot faster as one time in a half-second..
EDIT2: found that one
	SoundMoveLoop			= GollumVoxMoveLoop
so my tank engine question is solved :p

machinegun still is the problem confusing me the most -.-"

Edited by Tobi, 30 May 2006 - 07:49 PM.


#23 Celeglin

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Posted 01 June 2006 - 11:28 AM

Wasn't it suggested in another thread to make multiple DamageNuggets, each with a progressively longer Delay value? I know this works for doing fast damage, as I've done it myself. It was further suggest to create a new firing fx/projectile object that will actually look like multiple bullets are fired over a period of time.

For further details, use the Search function and try to find that old firing rate thread.

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#24 Tobi

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Posted 01 June 2006 - 12:40 PM

yeah i tried that, but somehow my particlesystems don't accept the delay, they're just all fired together

  ParticleSystem 
	Name = FallingShellsComanche
	OrientToObject = Yes
  End
  ParticleSystem 
	Name = FallingShellsComanche
	OrientToObject = Yes
	InitialDelay = 100 100 UNIFORM  ;In milliseconds
  End


#25 Tobi

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Posted 12 June 2006 - 05:19 PM

*push*

#26 Phil

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Posted 12 June 2006 - 06:30 PM

Have you tried out longer delays? I think it should work form what I see in the Balrog's FX:

ParticleSystem
		Name = BalrogSummonLightShafts
		InitialDelay = 4000 4000 UNIFORM  ;In milliseconds
	End
	ParticleSystem
		Name = BalrogSummonCracks
		InitialDelay = 2000 2000 UNIFORM  ;In milliseconds
	End

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#27 ched

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Posted 12 June 2006 - 08:33 PM

100 is less than a second :)
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#28 Guest_Guest_*

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Posted 13 June 2006 - 02:25 AM

how do you add area of effect damage to heros and nock back damage

#29 Guest_Guest_*

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Posted 13 June 2006 - 03:48 AM

use a nugget, you can use gandalf's staff throw back weapon, and you just have to copy the nugget and mod the changes for the hero's weapon.

#30 Tobi

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Posted 13 June 2006 - 12:25 PM

Have you tried out longer delays? I think it should work form what I see in the Balrog's FX:


great! that worked! thank u!!

gonna work a bit on the helicopter and then give u my codes^^ just in case someone wants to add it in a mod or do something similiar

EDIT: here it is.. my new toy xD
never thought i would get it to work^^
so many thanks again!

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Edited by Tobi, 14 June 2006 - 12:24 PM.





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