View unanswered posts | View active topics It is currently Wed Aug 15, 2018 9:22 pm



Reply to topic  [ 8 posts ] 
 How do I make a grenade/rocket/flame launcher? 
Author Message
User avatar

Joined: Thu Aug 08, 2013 10:36 pm
Posts: 25
Reply with quote
Post How do I make a grenade/rocket/flame launcher?
Hello Modding Community!

I have a question...
How do I make a grenade or a rocket launcher ._.'
Total Newb here, so don't give me the "Set the emmiter to TXB_Grenade_0x14x" etc... ._.'
Thanks for the help!

NikolaAnicic007


Thu Sep 18, 2014 1:36 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: How do I make a grenade/rocket/flame launcher?
It's very simple, just set the emmiter to TXB_Grenade_0x14x.


Jokes aside, if you already know how to make any other pixel shooting gun (which I suppose you know how to do since you are asking for something more complex), all you have to do is define an emitter and set it as the round. Defining emitters isn't hard, look for the definition of emitters (the emitter of the dummy Destroyer isn't cluttered and easy to read).

For grenade launchers, you just define a TDExplosive instead and set it as the round. Flamethrowers are a tad more complicated since you have to do the famous emitter trick, which is create a very short lived emitter that emits all the particles you want (like the smoke/flame effects and some damaging pixels). You could also use Lua, but the emitter trick is more interesting and more helpful to know in the long run.


Mon Sep 22, 2014 1:43 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1608
Location: UK
Reply with quote
Post Re: How do I make a grenade/rocket/flame launcher?
The most vital point, though- look at existing examples of what you want to make. The Browncoats have sort-of flamethrowers (though if you want to set actors on fire, this will be more challenging!) and there are plenty of rocket, missile, and grenade launchers floating around already.

Once you have the framework in place all you need to do is finetune the various variables like gib count, projectile velocity, and so on.


Mon Sep 22, 2014 5:56 am
Profile YIM
Forum Moderator
User avatar

Joined: Fri Feb 02, 2007 3:53 pm
Posts: 1896
Location: in my little gay bunker
Reply with quote
Post Re: How do I make a grenade/rocket/flame launcher?
The flame effect from my Brolands guns work pretty well on normal sized humanoid actors, you can probably salvage that if you want.


Mon Sep 22, 2014 8:26 am
Profile
User avatar

Joined: Thu Aug 08, 2013 10:36 pm
Posts: 25
Reply with quote
Post Re: How do I make a grenade/rocket/flame launcher?
Thank you all, gonna try this :3
I'm pretty good at salvaging from the Vanilla, haven't tried a blank slate yet so that's great xD
I actually made a plasma sniper rifle...But Emitters seem a tad complicated...Gonna try it tho :P
Why do I need the 0x14x part?


Fri Sep 26, 2014 12:17 pm
Profile
User avatar

Joined: Thu Aug 08, 2013 10:36 pm
Posts: 25
Reply with quote
Post Re: How do I make a grenade/rocket/flame launcher?
How do I change the name of the topic ._.'?

P.S Here's my grenade code, I can't get it to work ._.'. Plus it has the GermanGrenadeA.bmp sprite while falling...

Code:
AddDevice = MOSRotating
   PresetName = Impact Grenade Payload
   Mass = 0.75
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = NeoTech.rte/Devices/N-G/NGrenade.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -7
   EntryWound = AEmitter
      CopyOf = Dent Metal No Spark
   ExitWound = AEmitter
      CopyOf = Dent Metal No Spark
   GoldValue = 10
   AngularVel = 7
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 1
   GibSound = Sound
      Priority = 1000
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode1.wav
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   EffectOnGib = 1
   EffectAlwaysShows = 1
   ScreenEffect = ContentFile
      Path = Base.rte/Effects/Glows/YellowHuge.bmp
   GibImpulseLimit = 1
   GibWoundLimit = 3
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Glow Explosion Huge
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Side Thruster Blast Ball 1
      Count = 15
      MinVelocity = 40
      MaxVelocity = 85
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Fire Puff Large
      Count = 5
      MinVelocity = 6
      MaxVelocity = 10
      LifeVariation = 0.25
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Fire Puff Medium
      Count = 8
      MinVelocity = 9
      MaxVelocity = 20
      LifeVariation = 0.30
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Fire Puff Small
      Count = 10
      MinVelocity = 19
      MaxVelocity = 40
      LifeVariation = 0.50
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Gray
      Count = 50
      MinVelocity = 20
      MaxVelocity = 45
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Yellow
      Count = 45
      MinVelocity = 20
      MaxVelocity = 45
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 360
      MinVelocity = 40
      MaxVelocity = 65
   AddGib = Gib
      GibParticle = MOPixel
         ScriptPath = Techion.rte/Devices/Weapons/Dissipate.lua
   Count = 100
   Mass = 15.9
   RestThreshold = -500
   LifeTime = 120
   Sharpness = 12
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 133
      G = 198
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 186
         G = 218
         B = 234
      TrailLength = 6
   ScreenEffect = ContentFile
      FilePath = Techion.rte/Effects/Glows/LaserGlow.bmp
   EffectStartTime = 0
   EffectStopTime = 120
   EffectStartStrength = 0.9
   EffectStopStrength = 0.3
   MinVelocity = 50
   MaxVelocity = 75


AddDevice = TDExplosive
   PresetName = "Neon" Grenade
   Description = NeoTech grenade, created to destroy tissue, but do minimal damage to walls...
   AddToGroup = Grenades
   AddToGroup = Bombs
   Mass = 0.15
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 1
   ScriptPath = NeoTech.rte/Devices/N-G/ImpactFuze.lua
   SpriteFile = ContentFile
      FilePath = NeoTech.rte/Devices/N-G/NGrenade.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -7
   EntryWound = AEmitter
      CopyOf = Dent Metal No Spark
   ExitWound = AEmitter
      CopyOf = Dent Metal No Spark
   GoldValue = 5
   AngularVel = 7
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 1
   JointStrength = 100
   JointStiffness = 0.5
   JointOffset = Vector
      X = 0
      Y = 3
   DrawAfterParent = 0
   StanceOffset = Vector
      X = 8
      Y = 5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = 12
      Y = -5
   MinThrowVel = 10
   MaxThrowVel = 17
   TriggerDelay = 10000
   ActivatesWhenReleased = 1
   GibImpulseLimit = 5000
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = 0
         Y = -3
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Military Tiny A
      Offset = Vector
         X = -3
         Y = -1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Offset = Vector
         X = -3
         Y = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Offset = Vector
         X = 1
         Y = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Offset = Vector
         X = -2
         Y = -3


Fri Sep 26, 2014 12:27 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: How do I make a grenade/rocket/flame launcher?
What do you mean by can't get it to work? The game crashes? It appears in game as some other item? You need to be more specific for us to help, blindly guessing takes too long :P


Sat Sep 27, 2014 12:25 am
Profile
User avatar

Joined: Thu Aug 08, 2013 10:36 pm
Posts: 25
Reply with quote
Post Re: How do I make a grenade/rocket/flame launcher?
Sorry xD
Forgot to add the error.
The game crashes, I suspect it has something to do with the Techion plasma particle... When I Deleted that it worked, but I need the grenade to spawn the bullet or else it's just another GermanGrenadeA :oops:


Sat Sep 27, 2014 9:12 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 8 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.018s | 15 Queries | GZIP : Off ]