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 Gun .ini explanation/tutorial. 
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Gun .ini explanation/tutorial.
I don't know if this has been done before, but I'm making a tutorial on how to script a gun, by explaining what each statement does.
I've explained almost everything in the gun's .ini file and would like one or two experienced people to check what I have done, and mabe add some stuff before I post it up.

PM me if you want to help.


Last edited by Major on Thu Oct 14, 2010 4:24 am, edited 1 time in total.



Sat Oct 09, 2010 11:22 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: Help with creating a gun .ini explanation/tutorial.
Right, the .ini is releasable but there are two or three unexplainde statements.
Here it is:
Attachment:
Pistol.ini [27.44 KiB]
Downloaded 2589 times

If you have corrections or additions please tell me.

Credits:
Me and Mehman


Thu Oct 14, 2010 4:24 am
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Joined: Wed Feb 17, 2010 12:07 am
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Location: That small peaceful place called Hell.
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Post Re: Gun .ini explanation/tutorial.
Very nice and helpful but one correction.

Code:
NoSupportFactor = X


This doesnt define shake range, it defines how much MORE the ParticleSpreadRange is increased when the support hand is not on the weapon.


Thu Oct 14, 2010 4:59 am
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Joined: Fri Feb 16, 2007 8:43 pm
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Post Re: Gun .ini explanation/tutorial.
Not quite, it's how much ShakeRange is multiplied by when the support hand isn't in place. Say, you have a shakerange of 8, and a nosupportfactor of 3. This means that when the support hand isn't doing what it does best, the shakerange will rocket up to 24. Just so you don't go around expecting a gun with 10 nosupportfactor to actually hit something without your support hand.


Thu Oct 14, 2010 3:44 pm
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Post Re: Gun .ini explanation/tutorial.
Quote:
it's how much ShakeRange is multiplied

Wait, that's what it is says currently.


Fri Oct 15, 2010 9:09 am
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Joined: Fri Oct 16, 2009 7:45 pm
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Post Re: Gun .ini explanation/tutorial.
your right , i'm not even sure if it would show up in buy menu like this.

Code:
AddDevice = HDFirearm
   InstanceName = Pistol


also something you could mention in there.
if undefined it's always set to 1 so you'll only need it when you want to make it unbuyable.
Code:
   Buyable = 1


and prehaps add in a edited copyof to show the workings of that.

http://pastebin.com/kmsXC2BR


Sat Oct 16, 2010 2:04 pm
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Joined: Fri May 22, 2009 7:52 am
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Post Re: Gun .ini explanation/tutorial.
Just wondering is thew Velocity the "AddAmmo = Round" "FireVelocity" and the Mass the "AddEffect = MOPixel" "mass"?

Also What about the statement in the Materials.ini "StructuralIntegrity, Impulse force needed to knock terrain pixels loose (kg * m/s) " What kilograms are they referring to? What is m for if not Mass in kg and what is s? Sharpness, Structural Integrity or something else?

I keep playing with the numbers and doing the math but my bullets never go any deeper into the terrain or do more damage to doors?

Any ideas or clarification.


Thu Nov 11, 2010 1:40 am
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Post Re: Gun .ini explanation/tutorial.
Quote:
Just wondering is thew Velocity the "AddAmmo = Round" "FireVelocity" and the Mass the "AddEffect = MOPixel" "mass"?

What? Please re-word that, it doesn't make much sense.
Quote:
Also What about the statement in the Materials.ini "StructuralIntegrity, Impulse force needed to knock terrain pixels loose (kg * m/s) " What kilograms are they referring to? What is m for if not Mass in kg and what is s? Sharpness, Structural Integrity or something else?

Refer here:http://forums.datarealms.com/viewtopic.php?f=1&t=14662 for more about material piercing etc. Kgms^-1 is what you measure momentum in, kilogram meters a second.
Quote:
I keep playing with the numbers and doing the math but my bullets never go any deeper into the terrain or do more damage to doors?

To make bullets go deeper into terrain increase sharpness and/or mass.
Each particle only ever does the amount of damage that the wound it causes stipulates, to do more damage, increas the particle count of the round. one particle will only ever cause one wound.

Hope it helps.


Thu Nov 11, 2010 4:55 am
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Joined: Mon Oct 25, 2010 5:51 am
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Post Re: Gun .ini explanation/tutorial.
Nonsequitorian wrote:
dutchsmoker wrote:
your right , i'm not even sure if it would show up in buy menu like this.
Code:
AddDevice = HDFirearm
   InstanceName = Pistol

also something you could mention in there.
if undefined it's always set to 1 so you'll only need it when you want to make it unbuyable.
Code:
   Buyable = 1

and prehaps add in a edited copyof to show the workings of that.
http://pastebin.com/kmsXC2BR

Oh it works, I've seen it both ways. It's just a different way of doing it I think, probably from an older build.

I thought "PresetName"s can be copied from, and "InstanceName"s can't...


Thu Nov 11, 2010 9:40 am
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Post Re: Gun .ini explanation/tutorial.
I was under the impression that they were completely redundant.


Thu Nov 11, 2010 10:09 am
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Joined: Fri May 22, 2009 7:52 am
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Post Re: Gun .ini explanation/tutorial.
comment removed and posted in the correct forum location.

Sorry guys. :-(


Last edited by giantbean on Fri Nov 12, 2010 5:05 am, edited 1 time in total.



Thu Nov 11, 2010 11:44 pm
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Joined: Fri May 22, 2009 7:52 am
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Post Re: Gun .ini explanation/tutorial.
Dang I just noticed why none of this makes sense. :P Its in the wrong discussion, This should be a question for viewtopic.php?f=1&t=14662&start=0&hilit=Sharpness

Sorry. Feel free to delete my posts and thanks again for your help and the great gun tutorial. I wish there where more tutorials with the code lines explained in comments like you have done for us.


Thu Nov 11, 2010 11:56 pm
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