View unanswered posts | View active topics It is currently Thu Apr 18, 2024 11:29 pm



This topic is locked, you cannot edit posts or make further replies.  [ 16 posts ]  Go to page 1, 2  Next
 Dummy and skelly improvements 
Author Message
User avatar

Joined: Sun Feb 15, 2009 6:01 pm
Posts: 26
Reply with quote
Post Dummy and skelly improvements
First of all. first mods. second of all. im figuring out the basics.

1.) dummy with longer jetpack time(10 secs) and stronger joints.(was 65 now 200. arms stay on) added some sprites 2.


2.) Skeletons are useless . so i added a jetpack.(from robot) someone tell me how 2 make armor


Goals:
make new dropcrate.
make armor for skelly.
make new sprites.
other stuff will come later.




Please help.
tell how 2 make armor
put piks up.(cant get fraps 2 run)


if u got stuff 2 say. say it.


Attachments:
File comment: skelly
Skeletons.rar [1.89 KiB]
Downloaded 395 times
File comment: dummy
Dummies.rar [426 Bytes]
Downloaded 374 times


Last edited by ManSlaughter on Mon Feb 16, 2009 1:24 am, edited 1 time in total.

Sun Feb 15, 2009 7:07 pm
Profile
User avatar

Joined: Sun Aug 31, 2008 5:22 pm
Posts: 156
Location: Finland
Reply with quote
Post Re: Dummy and skelly improvements
Alright.. No pics, no good description no download, sry.

Could you please tell what this exactly does, for example does this replace something.

And for last don't the **** use those 2:s. Aim for high quality posts.


Sun Feb 15, 2009 8:10 pm
Profile

Joined: Sun May 18, 2008 5:02 pm
Posts: 380
Location: Florida
Reply with quote
Post Re: Dummy and skelly improvements
I don't know how adding a jetpack onto a skeleton will make it any better, I only see it being able to fly away and then get shot.

No download.


Sun Feb 15, 2009 8:24 pm
Profile
User avatar

Joined: Sun Jun 10, 2007 2:05 am
Posts: 426
Reply with quote
Post Re: Dummy and skelly improvements
You make armor by making an attachable and then sticking it to the body... check out the heavy coalition guy, he has one. Also, CC can take it's own screenshots just by hitting the "Prt Scrn/Sys Rq" button. Probably you should crop it and host it somewhere after you take some.


Sun Feb 15, 2009 8:34 pm
Profile
User avatar

Joined: Wed Dec 24, 2008 5:14 pm
Posts: 62
Reply with quote
Post Re: Dummy and skelly improvements
ManSlaughter wrote:
First of all. first mods. second of all. im figuring out the basics.


In this forum, many people react negatively to "simple" mods. As a guide most suggest not to post your first 10 mods. It's also suggested that If your mod required less then half an hour of work, then it is very easily created by anyone and so it should also not be posted. However, since your new I'll try to help you out.

ManSlaughter wrote:
1.) dummy with longer jetpack time and stronger joints. added some sprites 2.


This is an inadequate description. How much longer is the jetpack? How much more of a beating can the new dummy take and is it against falls or weaponry? New sprites are always a good idea, but you need to post screenshots (control + printscreen creates a picture in your CC folder or places the picture in your clipboard, in which case you need to paste it into paint). The quality of sprites is possibly the most important aspect of a mod since this is what grabs peoples attention even before it's downloaded

ManSlaughter wrote:
2.) Skeletons are useless . so i added a jetpack. someone tell me how 2 make armor


Skeletons are weak by design (I assume). With all the other actors in vanilla (un-modded) CC, having an expendable soldier is sometimes just what people want, though improving a originally "bad" actor, is something that sounds like a valuable lesson.

As for the armor, the best suggestion is to look at a soldier that already has some... The heavy coalition soldier.

Code:
   AddAttachable = Attachable
      CopyOf = Soldier Heavy Chest Plate A
      ParentOffset = Vector
         X = 3
         Y = -3


This is a template for what to add to the "AddActor = AHuman" code...

Code:
AddEffect = Attachable
   PresetName = Soldier Heavy Chest Plate A

   Mass = 10
   Sharpness = 1
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Coalition.rte/Actors/Soldier/ChestPlateA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -7
   AngularVel = 6
   EntryWound = AEmitter
      CopyOf = Dent Metal Light
   ExitWound = AEmitter
      CopyOf = Dent Metal Light
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 300
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Wound Bone Break
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 1
   GibImpulseLimit = 1500
   GibWoundLimit = 5
//   GibSound = Sound
//      CopyOf = Bone Crack
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Metal Grey Small A
      Offset = Vector
         X = 0
         Y = -4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Metal Grey Small B
      Offset = Vector
         X = 0
         Y = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Offset = Vector
         X = 1
         Y = -2
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Offset = Vector
         X = -4
         Y = -4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Tiny A
      Offset = Vector
         X = -3
         Y = -3
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Tiny A
      Offset = Vector
         X = 0
         Y = -7
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Panel White Micro A
      Offset = Vector
         X = 1
         Y = 0


And this is a template for defining the attachable that is referred too in the first code. If you don't understand any of that, you need to look at Lord Tim's tutorials: http://datarealms.com/forum/viewtopic.p ... 11#p208811

Azukki's templates are also a great place to start: viewtopic.php?f=1&t=10247

ManSlaughter wrote:
Goals:
make new dropcrate.
make armor for skelly.
make new sprites.
other stuff will come later.


It's great to have a target or vision of what you want to achieve, although some people just play about until they create something good. Whatever works for you is the tactic to follow here.
Also, if it isn't complete it's better (though I don't think it's required as long as you have a .rte to post) to put something like this in Mod Making.

Welcome to the forums and I hope I wasn't too patronizing, it's just that I don't know what your level of skill is.


Sun Feb 15, 2009 9:00 pm
Profile
User avatar

Joined: Fri Sep 14, 2007 9:52 pm
Posts: 304
Location: No.
Reply with quote
Post Re: Dummy and skelly improvements
This is the exact thing you're not to release.

Improving jetpacks? No.


Sun Feb 15, 2009 10:11 pm
Profile

Joined: Sat Aug 23, 2008 2:51 pm
Posts: 209
Reply with quote
Post Re: Dummy and skelly improvements
Hey, chill man

He's just starting to learn how to mod things and figuring out the structure of ini files and such is the beginning.

I'm also starting to learn how to mod now in which I started on making the 40k WH Marines armor stronger. I'm wading through a bunch of words and stuff I don't know the function of.

So be a little nice.


Mon Feb 16, 2009 4:31 am
Profile
User avatar

Joined: Fri Sep 14, 2007 9:52 pm
Posts: 304
Location: No.
Reply with quote
Post Re: Dummy and skelly improvements
duo9ace wrote:
Hey, chill man

He's just starting to learn how to mod things and figuring out the structure of ini files and such is the beginning.

I'm also starting to learn how to mod now in which I started on making the 40k WH Marines armor stronger. I'm wading through a bunch of words and stuff I don't know the function of.

So be a little nice.

He still shouldn't release it.


Mon Feb 16, 2009 2:56 pm
Profile
User avatar

Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
Reply with quote
Post Re: Dummy and skelly improvements
you should release it on mod making...
so it will less likely than any1 flames you...
also try to look how other mods work and compare them to the normal cortex command units/weapons in order to know what you can do and how you can do it...


Mon Feb 16, 2009 4:48 pm
Profile

Joined: Sat Aug 23, 2008 2:51 pm
Posts: 209
Reply with quote
Post Re: Dummy and skelly improvements
Meh

Still, its his first. Many people (and I think Numgum too if I'm correct) started out by modifying Vanilla stuff and then moving on to orignial stuff. Besides, he wants constructive criticism for his mod so might as well.

Anyways, if you add some skeleton weapons and maybe different types of skeletons, you can probably make a good/ok faction.

Anyways, as Gopher said, you can go to the Heavy Coalition's ini file and copy/paste armor for the skeletons although you might want to make "bone armor" for the skeletons with your own spriting.

Part of making your own mod is the sprites. You might not be good at it but at least its original. And as Gopher said, quality of sprite is also key to capturing your audience.

Jumppack: I totally agree with the jummppack idea. I don't really like to play with actors without jumpacks because I can never move anywhere if I'm stuck. I suggest that you make the jump pack timeframe at the same length as the coalition's or smaller because skeletons are much much lighter and thus do not need as much of a boost as heavier units do. Also, any kind of weapon or anything else you make for your skeleton mod should probably be light in weight (density).

I also suggest, in addition to the armor, you make the actual "flesh/bone" of the skeleton durable by heavy coalition armor standards. That would be good.

I'm sorta invisioning DSTech's bomb runner unloading HUNDREDS of skeleton's with guns on a single Coalition soldier. That would be fun.


Mon Feb 16, 2009 5:02 pm
Profile
User avatar

Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
Reply with quote
Post Re: Dummy and skelly improvements
copy paste the code for the armor and make some custom sprites(bone armor)...
it will look more polished that way...


Mon Feb 16, 2009 5:41 pm
Profile
User avatar

Joined: Sun Feb 15, 2009 6:01 pm
Posts: 26
Reply with quote
Post Re: Dummy and skelly improvements
Im goin to make the dummy heavier with more armor gibs. im also working on awesome sprites and a zombie that spits acid(dont take my ideas). thanks for the help


Last edited by ManSlaughter on Mon Feb 16, 2009 5:54 pm, edited 2 times in total.



Mon Feb 16, 2009 5:42 pm
Profile
User avatar

Joined: Sun Feb 15, 2009 6:01 pm
Posts: 26
Reply with quote
Post Re: Dummy and skelly improvements
ill take ur advice vagyr


Mon Feb 16, 2009 5:44 pm
Profile
User avatar

Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
Reply with quote
Post Re: Dummy and skelly improvements
ManSlaughter wrote:
Im goin to make the dummy heavier with more armor gibs. im also working on awesome sprites and a zombie that spits acid(dont take my ideas). thanks for the help


zomdie than spits acid???
you can only do that as a weapon(as far as i know)...
but you can make it bleed acid very easy(make it gib acid particles or somthink like that)...


Mon Feb 16, 2009 9:49 pm
Profile
User avatar

Joined: Fri Jan 09, 2009 6:00 pm
Posts: 31
Reply with quote
Post Re: Dummy and skelly improvements
Or Just attach an emitter to its head, that spawns an invisible actor with no gibs with invisible gun with no gibs, with first round made of "acid", and the second, tracer, having insane mass and 1ms lifetime so it kills actor.
Violia you got a zombie spewting acid with aimbot!


Mon Feb 16, 2009 10:13 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 16 posts ]  Go to page 1, 2  Next

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 : 0.044s | 16 Queries | GZIP : Off ]