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Grave accent needs help yet again
http://forums.datarealms.com/viewtopic.php?f=1&t=45769
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Author:  grave accent [ Sun Jul 13, 2014 7:01 pm ]
Post subject:  Grave accent needs help yet again



2: how do you make it so that a craft cant `t deliver things

3: how do you give projectiles animations?



Edit: i have decided that anytime i have a problem im just gonna post it here, because i have been posting a tone of threads asking for help and i dont want to clog the forum too much. and i will be putting solved problems into spoilers

Author:  Duh102 [ Mon Jul 14, 2014 1:59 am ]
Post subject:  Re: Grave accent needs help yet again

1. Have your gun fire an AEmitter and have the AEmitter spawn whatever you like.
2. I don't know if you can force a craft not to deliver things, I'm thinking you can't. That is, that you cannot make it unable to deliver things. You might be able to do something sneaky like make a Lua script to refund anything in the craft's hold once it spawns, but I wouldn't know much about implementing that.

Author:  grave accent [ Mon Jul 14, 2014 3:08 am ]
Post subject:  Re: Grave accent needs help yet again

how would i go about making it fire an AEmitter? i know it involve editing the particle but i am not skilled enough yet to know what to edit

Author:  Eigla [ Mon Jul 14, 2014 3:09 am ]
Post subject:  Re: Grave accent needs help yet again

Duh is silly and forgot that the code to fire an emitter is the same code to fire everything else.


Code:
AddAmmo = Round
   PresetName = Round Test Grenade Launcher
   ParticleCount = 1
   Particle = TDExplosive
      CopyOf = Frag Grenade
   FireVelocity = 30
   Separation = 0

Author:  grave accent [ Mon Jul 14, 2014 3:16 am ]
Post subject:  Re: Grave accent needs help yet again

so, what part of that do i change in order to make an AEmitter. since i wouldnt know

Author:  Eigla [ Mon Jul 14, 2014 3:24 am ]
Post subject:  Re: Grave accent needs help yet again

Code:
MOPixel
MOSParticle
MOSRotating
AEmitter
HeldDevice
TDExplosive
Round
HDFirearm
Attachable
Actor
ACrab
AHuman
ACRocket
ACDropShip


Those are pretty much all your object types in the game.
In the Round code that I posed above, replace TDExplosive with the object name that you want to shoot (in your case, AEmitter), and then replace "Frag Grenade" with the presetname of the emitter you want to shoot.

Then, just have your magazine use this round, so it would have:
Code:
   RegularRound = Round
      CopyOf = Round Test Grenade Launcher

in this instance.

Author:  Eigla [ Mon Jul 14, 2014 3:25 am ]
Post subject:  Re: Grave accent needs help yet again

Also, you don't need to fire an emitter to fire another object, just fire the object you want directly.

Author:  grave accent [ Mon Jul 14, 2014 3:26 am ]
Post subject:  Re: Grave accent needs help yet again

so i would change the copyof line to say, a dropship?

Author:  Eigla [ Mon Jul 14, 2014 3:29 am ]
Post subject:  Re: Grave accent needs help yet again

Code:
AddAmmo = Round
   PresetName = Round Test Grenade Launcher
   ParticleCount = 1
   Particle = TDExplosive <-------- ClassName, object type
      CopyOf = Frag Grenade <----- PresetName
   FireVelocity = 30
   Separation = 0

Author:  grave accent [ Mon Jul 14, 2014 3:30 am ]
Post subject:  Re: Grave accent needs help yet again

thank you cave, you`re the best

Author:  Duh102 [ Mon Jul 14, 2014 3:31 am ]
Post subject:  Re: Grave accent needs help yet again

Oh, I didn't know you could fire anything now, last I knew you could only fire MOSRotatings and derivatives in addition to MOPixels.

Author:  Eigla [ Mon Jul 14, 2014 3:32 am ]
Post subject:  Re: Grave accent needs help yet again

Firing anything was possible back in like, pre build 14. That's how the Flak Cannon worked, after all, firing a TDExplosive.

Author:  grave accent [ Mon Jul 14, 2014 7:15 am ]
Post subject:  Re: Grave accent needs help yet again

Im thinking of just simply modifying the Molotov cocktail a little and making my gun fire a TDExplosive

also, i dont know how to make AEmitters

Author:  Arcalane [ Mon Jul 14, 2014 1:04 pm ]
Post subject:  Re: Grave accent needs help yet again

Code:
AddAmmo = AEmitter
   PresetName = AEmitter name goes here...
   (Rest of your code goes here)


Pretty simple. Supports the same kind of values as most others - obvious stuff like Mass/AirResistance, etc. etc.

Never, ever be afraid to look at existing mod(ule)s to see how stuff works. Digging around that way will probably help you find answers a lot faster than posting here and waiting for responses.

Chances are, any rocket/grenade launcher you see fires MOSRotatings or AEmitters. Note which module they come from and look up their code.

Author:  dragonxp [ Tue Jul 15, 2014 1:49 am ]
Post subject:  Re: Grave accent needs help yet again

keep in mind that while you can fire anything directly, the reason a lot of guns use an aemitter first is if the speed or weight of the projectile is too high. That would result in a huge recoil that wouod push the acoto firing the gun waaaay back.

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