wepon

Topics regarding Scripting with Reality Factory
megatop
Posts: 184
Joined: Thu Jun 02, 2011 12:36 am

wepon

Post by megatop » Sat Jun 04, 2011 2:28 am

hi i read how to make 3d games with reality factory and how to make wepons and edited the script but it didnt work. i have a mp40 actor but the script for the mp40 in wepon.ini doesnt work can someone help me with the script

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Nighthawk_0973
Posts: 234
Joined: Tue Apr 19, 2011 2:08 am
Location: In front of my computer.

Re: wepon

Post by Nighthawk_0973 » Mon Jun 06, 2011 6:55 am

Look at the weapon scripts already. Try and follow their example as a template. Remember in the player.ini (or something like that) you can set what weapons you start with and what weapons you don't start with.

Remember each weapon must have an idle animation, and a projectile, and graphics for fire images (like the shell flying around.)
https://sites.google.com/site/theneverendinguniverse/ <-- Infinite Universe Website. It's a 2D MMORPG I'm releasing into beta near the late summer (I hope :D) note: RF isn't an MMO maker. Not yet anyways.

megatop
Posts: 184
Joined: Thu Jun 02, 2011 12:36 am

Re: wepon

Post by megatop » Mon Jun 06, 2011 9:23 pm

nighthawk i been trying to make a mp40 and so far i got 1 correct script for the player.ini folder but now i need one for the wepon.ini i downloaded mp40.act from GameFront.com/user/RealityFactory if thats any help

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Nighthawk_0973
Posts: 234
Joined: Tue Apr 19, 2011 2:08 am
Location: In front of my computer.

Re: wepon

Post by Nighthawk_0973 » Wed Jun 08, 2011 10:55 pm

I didn't get far, but I got somewhere. Try this out:

This is your new Weapon.ini file:

Code: Select all

;********************************************************
; Weapon.ini
; 
; definitions of all projectiles used in the game
;
; definitions of weapons used by the player
;*********************************************************

;*********************************************************
;
; Projectiles
;
;*********************************************************

;*********************************************************
; grenade
;*********************************************************
[GL_Grenade]
type = projectile
actor = projectile\w_GLround.act
rotation = 0 180 0
scale = 1
gravity = true
bounce = false
speed = 1500
lifetime = 3
boundingbox = 2
bonelevel = false
explosion = RocketExplosion
actorexplosion = RocketExplosion
shakeamount = 25
shakedecay = 1
decal = 0
damage = 45
altdamage = 25
explosionradius = 256
explosiondamage = 35
movesound = weapon\move2.wav
impactsound = explode\explode4.wav

;*********************************************************
; pistol shell
;*********************************************************
[pistol_shell]
type = projectile
actor = projectile\w_bullet.act
rotation = 0 -90 90
scale = 0.1
gravity = false
bounce = false
speed = 3500
lifetime = 1
boundingbox = 1
explosion = BulletExplosion
actorexplosion = BulletExplosion
showboth = false
attachactor = false
bonelevel = true
damage = 20
altdamage = 10
explosionradius = 128
explosiondamage = 0
decal = 0
movesound = weapon\move2.wav
impactsound = impact\ricochet\1.wav

;*********************************************************
; shotgun shell
;*********************************************************
[shotgun_shell]
type = projectile
actor = Projectile\shotgunshell.act
rotation = 0 180 0
scale = 0.5
gravity = false
bounce = false
speed = 2500
lifetime = 10
boundingbox = 3
bonelevel = true
explosion = Shotgun_Explosion
actorexplosion = Shotgun_ActorExplosion
damage = 45
altdamage = 35
shakeamount = 10
shakedecay = 5
explosionradius = 256
explosiondamage = 10
decal = 0
attachactor = true
movesound = weapon\move2.wav
impactsound = impact\ricochet\1.wav

;*********************************************************
; rifle shell
;*********************************************************
[rifle_shell]
type = projectile
actor = Projectile\rifleshell.act
rotation = 0 180 0
scale = 0.8
gravity = false
bounce = false
speed = 6000
lifetime = 1
boundingbox = 0.1
explosion = Shotgun_Explosion
actorexplosion = Shotgun_ActorExplosion
damage = 45
altdamage = 35
explosionradius = 128
explosiondamage = 0
decal = 0
bonelevel = true
attachactor = true
movesound = weapon\move2.wav
impactsound = impact\ricochet\1.wav

;*********************************************************
; 10mm shell
;*********************************************************
[10mm_shell]
type = projectile
actor = Projectile\w_bullet.act
rotation = 0 -90 90
scale = 0.1
gravity = false
bounce = false
speed = 6500
lifetime = 1
boundingbox = 0.1
explosion = Shotgun_Explosion
;actorexplosion = Shotgun_ActorExplosion
damage = 35
altdamage = 30
shakeamount = 15
shakedecay = 5
explosionradius = 256
explosiondamage = 0
decal = 0
bonelevel = true
attachactor = true
movesound = weapon\move2.wav
impactsound = impact\ricochet\1.wav

;*********************************************************
; Disk projectile
;*********************************************************
[disk]
type = projectile
actor = projectile\disk.act
rotation = 0 0 90
scale = 1
gravity = false
bounce = false
speed = 2000
lifetime = 4
boundingbox = 2
bonelevel = false
explosion = RocketExplosion
actorexplosion = RocketExplosion
showboth = false
attachactor = false
bonelevel = false
shakeamount = 10
shakedecay = 5
damage = 35
altdamage = 10
explosionradius = 256
explosiondamage = 15
decal = 0
movesound = weapon\move2.wav
impactsound = impact\explosion\big2a.wav

;*********************************************************
; Fireball projectile
;*********************************************************
[ball]
type = projectile
actor = projectile\w_bullet.act
rotation = 0 -90 90
scale = 0.01
gravity = false
bounce = false
speed = 1000
lifetime = 2
boundingbox = 4
explosion = FlameThrower
actorexplosion = FlameThrower
shakeamount = 0
shakedecay = 0
bonelevel = false
damage = 10
altdamage = 2
explosionradius = 256
explosiondamage = 0
decal = 0
attachactor = true
movesound = weapon\move2.wav
;impactsound = impact\explosion\big2a.wav

;*********************************************************
;
; Player Weapons
;
;*********************************************************

;*********************************************************
; C8
;*********************************************************
[c8]
type = weapon
slot = 0
firerate = 0.25
catagory = projectile
projectile = pistol_shell
attribute = enemy_health
ammunition = pistol_shell
ammopershot = 1
shotpermagazine = 13
worksunderwater = true
attacksound = weapon\deagle.wav
reloadsound = weapon\generic_reload.wav
emptysound = weapon\click.wav
muzzleflash3rd = MuzzleFlash
;
; 1st person
;
viewactor = Weapon\v_c8.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -52.0 82.0 4.0
viewoffset = 0.7 -38.80 6.0
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\p_c8.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_c8.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

;*********************************************************
; scattergun
;*********************************************************
[scattergun]
type = weapon
slot = 9
firerate = 1.5
catagory = projectile
projectile = GL_Grenade
muzzleflash3rd = MuzzleFlash
attribute = enemy_health
altattribute = health
ammunition = GL_Grenade
ammopershot = 1
shotpermagazine = 8
worksunderwater = true
attacksound = Weapon\m203_launch.wav
reloadsound = Weapon\m203_load.wav
emptysound = Weapon\click.wav
;
; 1st Person
;
viewactor = Weapon\v_scattergun.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -50.2 87.8 5.7
viewoffset = -0.1 -38.2 8.4
viewscale = 0.61
viewlaunchoffset = 0 0 35
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\p_scattergun.act
playerfillcolor = 256 256 256
playerambientcolor = 256 256 256
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_scattergun.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

;*********************************************************
; Disk Launcher
;*********************************************************
[disklauncher]
type = weapon
slot = 2
firerate = 1
catagory = projectile
projectile = disk
muzzleflash3rd = MuzzleFlash
attribute = enemy_health
altattribute = health
ammunition = disk
ammopershot = 1
shotpermagazine = 3
worksunderwater = true
attacksound = weapon\diskfire1.wav
reloadsound = weapon\generic_reload.wav
emptysound = weapon\click.wav
;
; 1st Person
;
viewactor = Weapon\v_disklauncher.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.5 91.8 -3.6
viewoffset = 1.9 -39.5 7.2
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\p_disklauncher.act
playerfillcolor = 256 256 256
playerambientcolor = 256 256 256
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_disklauncher.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

;*********************************************************
; Sniper
;*********************************************************
[sniper]
type = weapon
slot = 3
firerate = 0.5
catagory = projectile
projectile = rifle_shell
attribute = enemy_health
ammunition = rifle_shell
ammopershot = 1
shotpermagazine = 30
attacksound = Weapon\car.wav
emptysound = Weapon\dryfire_rifle.wav
reloadsound = Weapon\rifle_reload.wav
muzzleflash3rd = MuzzleFlash
;
; 1st Person
;
viewactor = Weapon\v_sniper.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -60.6 87.0 1.4
viewoffset = -0.6 -39.9 5.8
viewscale = 0.6
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 8
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = weapon\p_sniper.act
playerfillcolor = 256 256 256
playerambientcolor = 256 256 256
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_sniper.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

;*********************************************************
; minigun
;*********************************************************
[minigun]
type = weapon
slot = 4
firerate = 0.1
catagory = projectile
projectile = 10mm_shell
attribute = enemy_health
ammunition = 10mm_shell
ammopershot = 1
shotpermagazine = 30
attacksound = Weapon\hmg.wav
emptysound = Weapon\dryfire_rifle.wav
reloadsound = Weapon\rifle_reload.wav
muzzleflash3rd = MuzzleFlash
;
; 1st Person
;
viewactor = Weapon\v_minigun.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 0.8 -38.9 7.2
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 1
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 8
recoildecay = 4
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = weapon\p_minigun.act
playerfillcolor = 255 255 255
playerambientcolor = 255 255 255
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_minigun.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

;*********************************************************
; scrub
;*********************************************************
[scrub]
type = weapon
slot = 5
firerate = 2
catagory = projectile
projectile = shotgun_shell
attribute = enemy_health
ammunition = shotgun_shell
shotpermagazine = 8
ammopershot = 1
attacksound = Weapon\spas12.wav
reloadsound = Weapon\spas12_pump.wav
emptysound = Weapon\spas12_insertshell.wav
muzzleflash3rd = MuzzleFlash
allowlitcrosshair = true
crosshairlitcolor = 255 0 0 
recoilamount = -10
recoildecay = 40
;
; 1st Person
;
viewactor = Weapon\v_scrub.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 1.8 -39.4 5.8
viewscale = 0.61
viewlaunchoffset = 0 0 35
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 3
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = weapon\p_scrub.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_scrub.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

;*********************************************************
; Sprayer
;*********************************************************
[sprayer]
type = weapon
slot = 6
firerate = 0.5
catagory = projectile
projectile = ball
attribute = enemy_health
ammunition = ball
shotpermagazine = 8
ammopershot = 1
attacksound = Weapon\fire2.wav
reloadsound = Weapon\fanstop.wav
emptysound = Weapon\fireend2.wav
muzzleflash3rd = FlameThrower
allowlitcrosshair = true
crosshairlitcolor = 255 0 0 
recoilamount = -10
recoildecay = 40
;
; 1st Person
;
viewactor = Weapon\v_sprayer.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 0.9 -39.1 4.7
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = FlameThrower
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 1
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\p_sprayer.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_sprayer.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

;****************************
;MP40 Gun Script Start
;****************************

[MP40]
type = weapon
slot = 1
firerate = 0.1
catagory = projectile
projectile = 10mm_shell
attribute = enemy_health
ammunition = 10mm_shell
ammopershot = 1
shotpermagazine = 30
attacksound = Weapon\hmg.wav
emptysound = Weapon\dryfire_rifle.wav
reloadsound = Weapon\rifle_reload.wav
muzzleflash3rd = MuzzleFlash
;
; 1st Person
;
viewactor = Weapon\Mp40.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 0.8 -38.9 7.2
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 1
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 8
recoildecay = 4
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\Mp40.act
playerfillcolor = 255 255 255
playerambientcolor = 255 255 255
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\Mp40.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true
it doesn't really work that well.... In fact, it doesn't work at all. Ask other people about it though, at least it's somewhere to start. :D good luck. Sorry I wasn't much of a help I havn't done RF in ages, I'm making an MMORPG right now.
https://sites.google.com/site/theneverendinguniverse/ <-- Infinite Universe Website. It's a 2D MMORPG I'm releasing into beta near the late summer (I hope :D) note: RF isn't an MMO maker. Not yet anyways.

megatop
Posts: 184
Joined: Thu Jun 02, 2011 12:36 am

Re: wepon

Post by megatop » Thu Jun 09, 2011 1:00 am

nighthawk your actuly one of biggest helps right now thank you so much dude

your frend-megatop

Allanon
Posts: 493
Joined: Mon Aug 29, 2005 8:23 am

Re: wepon

Post by Allanon » Thu Jun 09, 2011 7:19 am

Did you read the manual that comes with RF, specifically the section named Adding A Weapon?

If that doesn't help then you will need to post your scripts and tell us exactly what you have done because we are not psychic and can't read your mind.

megatop
Posts: 184
Joined: Thu Jun 02, 2011 12:36 am

Re: wepon

Post by megatop » Thu Jun 09, 2011 1:55 pm

sorry here you go ;*********************************************************
; Mp40
;**********************************************************************************

[MP40]
type = weapon
slot = 1
firerate = 0.1
catagory = projectile
projectile = 10mm_shell
attribute = enemy_health
ammunition = 10mm_shell
ammopershot = 1
shotpermagazine = 30
attacksound = Weapon\hmg.wav
emptysound = Weapon\dryfire_rifle.wav
reloadsound = Weapon\rifle_reload.wav
muzzleflash3rd = MuzzleFlash
;
; 1st Person
;
viewactor = Weapon\Mp40.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 0.8 -38.9 7.2
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 1
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 8
recoildecay = 4
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\Mp40.act
playerfillcolor = 255 255 255
playerambientcolor = 255 255 255
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\Mp40.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = false
drophidefromradar = true

Allanon
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Re: wepon

Post by Allanon » Thu Jun 09, 2011 5:21 pm

Is mp40.act in the Weapon folder?

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QuestOfDreams
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Re: wepon

Post by QuestOfDreams » Thu Jun 09, 2011 6:33 pm

You are using the same actor for 1st and 3rd person view. This usually won't work. 3rd person weapon actors must have the same skeleton as the 3rd person player actor.
The actor you are trying to use is a 1st person weapon only (at best). Furthermore that actor has no animation named idle. Also you probably will have to adjust the rotations and offsets for the various actors.

megatop
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Re: wepon

Post by megatop » Thu Jun 09, 2011 9:39 pm

how would i adjust it

megatop
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Re: wepon

Post by megatop » Thu Jun 09, 2011 9:53 pm

or is there a place where i can the correct mp40.act that matches the script

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Nighthawk_0973
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Re: wepon

Post by Nighthawk_0973 » Sat Jun 11, 2011 6:51 pm

hmm... I don't know for sure but one way to get things done is trail and error! My favorite thing really. Why don't you give it a shot? :D
https://sites.google.com/site/theneverendinguniverse/ <-- Infinite Universe Website. It's a 2D MMORPG I'm releasing into beta near the late summer (I hope :D) note: RF isn't an MMO maker. Not yet anyways.

megatop
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Re: wepon

Post by megatop » Sat Jun 11, 2011 6:53 pm

whats that?

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Nighthawk_0973
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Location: In front of my computer.

Re: wepon

Post by Nighthawk_0973 » Sat Jun 11, 2011 7:00 pm

Try a random combo of rotations, if that doesn't work think 'well this worked so if I tweak it like this it should look better...' and so on and so forth. It's guessing (trail) and once you mess up (error) you try again until you get it right! Sometimes might not work though...

Good Luck!
https://sites.google.com/site/theneverendinguniverse/ <-- Infinite Universe Website. It's a 2D MMORPG I'm releasing into beta near the late summer (I hope :D) note: RF isn't an MMO maker. Not yet anyways.

megatop
Posts: 184
Joined: Thu Jun 02, 2011 12:36 am

Re: wepon

Post by megatop » Sat Jun 11, 2011 7:02 pm

this isnt an easy task tinkernut took away his fourm. now its impossible to do things

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