Barebones Weapon Package

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AndyCR
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Barebones Weapon Package

Post by AndyCR » Thu Dec 08, 2005 3:02 am

Seeing there seems to be a need for it, here is a basic, barebones weapon package.

(Dont laugh at the model, i didnt aim for good looks)

README

Barebones Weapon Example
By AndyCR

License:

By using the files contained in this archive, you agree to these license terms. If you do not agree to these terms, delete the archive and all copies of it to be released from the terms of this license. You agree not to take any legal action due to this archive or any files contained within, nor any instructions contained within this Readme.rtf file or corresponding forum post(s). You agree there is no warantee whatsoever in regard to this archive and the files within, and that you take full responsibility for any harm, damages, fees, etc. stemming from the use of this example.

Instructions:

To use this weapon example, extract the 'media' folder to your 'RealityFactory' folder (default 'C:\RealityFactory'). Add this to the top of your 'install\weapon.ini' file (or wherever there is free space that is not in the middle of another definition):

[WeaponBullet]
type = projectile
actor = Weapons/Projectile.act
rotation = 0 0 0
scale = 0.1
gravity = false
bounce = false
speed = 3000
lifetime = 1
boundingbox = 1
explosion = GeneralExplosion
actorexplosion = GeneralExplosion
showboth = false
attachactor = false
bonelevel = true
damage = 60
altdamage = 15
explosionradius = 128
explosiondamage = 30
decal = 0
movesound = footsteps/footstep.wav
impactsound = Weapons/Impact.wav

[Weapon]
type = weapon
slot = 0
firerate = 1
catagory = projectile
projectile = WeaponBullet
attribute = health
ammunition = WeaponBullet
shotpermagazine = 8
ammopershot = 1
attacksound = Weapons/Fire.wav
reloadsound = Weapons/Reload.wav
emptysound = Weapon/Empty.wav
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = -5
recoildecay = 80
;
; 1st Person
;
viewactor = Weapons/Weapon.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -5 -5 -2.5
viewscale = -0.1
viewlaunchoffset = -5 3.5 20
viewlaunchbone = BONE01
viewanimationspeed = 1
viewarmanim = Draw
viewidleanim = Idle
viewattackanim = Fire
viewaltattackanim = Fire
viewhitanim = Fire
viewalthitanim = Fire
viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
viewreloadanim = Reload
viewkeyreloadanim = Reload
viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0

Then, add this to the top of your 'install\player.ini' file (or wherever there is free space that is not in the middle of another definition):

[Weapon]
initial = 0
low = 0
high = 1

[WeaponBullet]
initial = 16
low = 0
high = 32

Next, open the 'weapontest.3dt' level in RFEditPro, compile, run, and grab your new weapon. Enjoy! :)

POST-RELEASE NOTE: If the crosshair dosent work, hit Escape ingame and click Options, select Controls, click Advanced and check 'Crosshair'.
Attachments
BarebonesWeapon.zip
(128.62 KiB) Downloaded 205 times

CowboyUp
Posts: 74
Joined: Sat Dec 03, 2005 1:05 am

Post by CowboyUp » Thu Dec 08, 2005 3:07 am

Hmm..when I open the level, it says "cannot find weapontest.3dt". Wierd :/.

Ill just use the readme in a self made map.

Thanks alot though man! This should really help!

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AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
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Post by AndyCR » Thu Dec 08, 2005 3:09 am

thats odd. no problem, hope it helps, if you want to test the weapon itself change 'initial' for the weapon itself in player.ini to 1.

CowboyUp
Posts: 74
Joined: Sat Dec 03, 2005 1:05 am

Post by CowboyUp » Thu Dec 08, 2005 3:14 am

Actually, thats a problem I mentioned in another thread a while back. Basically, I cant open any precompiled maps or any demo games. Anyway, awesome "tutorial". Weapon comes out and works fine :)

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AndyCR
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Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
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Post by AndyCR » Thu Dec 08, 2005 2:45 pm

that's wierd. have you tried opening tools/inieditor, checking "level open dialog" (or something similar to that, dont know the exact wording), starting rf, double-clicking the "weapontest" map in the dialog that comes up, then clicking new game?

glad to hear it works! :)

CowboyUp
Posts: 74
Joined: Sat Dec 03, 2005 1:05 am

Post by CowboyUp » Thu Dec 08, 2005 10:47 pm

I did that, now it just crashes after the genisis 3d screen, without any messages. Wierd :/

Oh well. All that matters is that I can play my own self-compiles levels.

Guest

Post by Guest » Fri Dec 30, 2005 10:17 pm

i did everything you said but i don't have bullets when i fire

gekido
Posts: 194
Joined: Mon Jul 04, 2005 9:50 pm
Location: Vancouver, BC, Canada
Contact:

did my original weapon pack disappear?

Post by gekido » Tue Aug 29, 2006 12:35 am

just curious - did the original RF weapon pack i posted a while ago disappear?

i'm sure i still have it kicking around on a harddrive somewhere - i could post it again as well if people want.

it had 5 or 6 weapons, with sound effects, hud elements etc...

hike1
RF FAQ-Keeper
Posts: 607
Joined: Tue Jul 05, 2005 4:19 am
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Post by hike1 » Wed Aug 30, 2006 8:04 pm

http://www.mapvault.com/uploads/rf/

I think Quest used some for the new RF 075a demo on the
RF DL page.

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