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Stogie83
Posts: 5 Joined: Sun Jun 12, 2011 5:53 pm
Post
by Stogie83 » Mon Jun 13, 2011 11:49 am
Swaffy wrote: Yes. Welcome to the strange world of modding!
Even though Mr. Frustration isn't welcome in the world of modding, it still likes to take over the mind of modders.
I'm a victim myself. I've almost punched holes in my walls from frustration. Actually, I threw my phone at my walls many times.
MUHAHAHA, if my camera would work, i would post a photo of a hole in my wall i made during UT2004 mapping.
Good, at last i know what i did "wrong" , thx mlmbug and Swaffy !
Stogie83
Posts: 5 Joined: Sun Jun 12, 2011 5:53 pm
Post
by Stogie83 » Mon Jun 13, 2011 1:48 pm
Sry for doublepost. Almost everything works fine now, except the M1 Garand, it`s just shooting air ! Replaced the No4 in US Kits with M1 Garand, like i did with other kits fe Bar to Bren Gun. But i can`t figure out what`s wrong.
Swaffy
Posts: 1715 Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas
Post
by Swaffy » Mon Jun 13, 2011 9:19 pm
A gun will fire "air" if its projectile is wrong [misspelled or non-exiting].
Make sure your projectile is named correctly.
Also, for new projectiles, you either need to create a new Damage_System file for it using new attGroup IDs, or use already existing IDs to put as the material numbers in your "create projectile" template. If you don't know what I mean, just ask.
Can you post up its scripting in a "code" box? [This file:]
Objects.rfa/Objects/HandWeapons/M1Garand/Objects.con
I'd like to take a quick look at it.
(Forum Thread |Download) Swaffy'sMod v0.34 | Download link to come Soon™
Stogie83
Posts: 5 Joined: Sun Jun 12, 2011 5:53 pm
Post
by Stogie83 » Mon Jun 13, 2011 10:08 pm
here we go
Code: Select all
ObjectTemplate.create HandFireArms M1Garand
ObjectTemplate.itemIndex 3
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.projectileTemplate M1GarandProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 8
ObjectTemplate.numOfMag 5
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 4.0
ObjectTemplate.roundOfFire 3.2
rem ObjectTemplate.roundOfFire 4
objectTemplate.aiTemplate M1GarandAI
ObjectTemplate.zoomFov 0.6
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.fireOnce 1
ObjectTemplate.altFireOnce 1
ObjectTemplate.soldierZoomFov 0.8
ObjectTemplate.soldierZoomPosition -0.04/-0.03/0
ObjectTemplate.soldierCameraPosition -0.02/-0.03/0.01
ObjectTemplate.addRootSpeed 0
ObjectTemplate.ammoType 1
ObjectTemplate.autoReload 0
ObjectTemplate.allowReloadOnEmptyClipOnly 1
ObjectTemplate.ejectClipTime 0.6
ObjectTemplate.GUIIndex 3
ObjectTemplate.setHudAmmoType ATAmmoBar
ObjectTemplate.setAmmoBar "Ingame/Magbar_Rifle_empty_32x64.tga"
ObjectTemplate.setAmmoBarFill "Ingame/Magbar_Rifle_full_32x64.tga"
ObjectTemplate.setAmmoBarSize 20
ObjectTemplate.setAmmoBarPosX 6
ObjectTemplate.setAmmoBarPosY -17
ObjectTemplate.setAmmoBarTextPosX 5
ObjectTemplate.setAmmoBarTextPosY 10
ObjectTemplate.setCrossHairType CHTCrossHair
Rem *** Deviation Begin *****
ObjectTemplate.velocity 1000
ObjectTemplate.setRecoilForceUp CRD_UNIFORM/1.2/1.2/0
ObjectTemplate.setRecoilForceLeftRight CRD_UNIFORM/-0.1/-0.3/0
ObjectTemplate.setHasRecoilForce 1
ObjectTemplate.setGoBackOnRecoil 1
ObjectTemplate.setFireDev 1.8 0.3 0.08
rem ObjectTemplate.setFireDev 1.8 0.25 0.03
ObjectTemplate.setDevMod 1 0.7 0.5
rem ObjectTemplate.setDevMod 1 0.7 0.5
ObjectTemplate.setMinDev 0.25
ObjectTemplate.setTurnDev 0.3 0.2 0.2 0.1
rem ObjectTemplate.setTurnDev 0 0 0 0
ObjectTemplate.setSpeedDev 1.3 0.4 0.4 0.2
rem ObjectTemplate.setSpeedDev 1.2 0.3 0.3 0.1
ObjectTemplate.setMiscDev 1.8 1.8 0.1
Rem *** Deviation End *****
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.loadSoundScript Sounds/M1Garand.ssc
ObjectTemplate.createSkeleton animations/M1Garand.ske
ObjectTemplate.useSkeletonPartAsMain Base
rem *** LodObject must be located as first child to work on handweapons.
ObjectTemplate.addTemplate M1GarandLod
ObjectTemplate.addTemplate e_MuzzGun
ObjectTemplate.setPosition 0/0.05/0.84
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate e_shellM1Garand
ObjectTemplate.setPosition 0/0.1/0.41
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.create SimpleObject M1GarandSimple
ObjectTemplate.geometry M1GarandSimple
ObjectTemplate.create SimpleObject M1GarandMagasin
ObjectTemplate.geometry M1GarandMagasin
ObjectTemplate.create SimpleObject M1GarandClip
ObjectTemplate.geometry M1GarandClip
ObjectTemplate.create SimpleObject M1GarandReload
ObjectTemplate.geometry M1GarandReload
ObjectTemplate.create SimpleObject M1GarandPlupp
ObjectTemplate.geometry M1GarandPlupp
ObjectTemplate.create SimpleObject M1Garandtrigger
ObjectTemplate.geometry M1Garandtrigger
ObjectTemplate.create AnimatedBundle M1GarandComplex
ObjectTemplate.createSkeleton animations/M1Garand.ske
ObjectTemplate.geometry M1Garand
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.addTemplate M1Garandtrigger
ObjectTemplate.bindToSkeletonPart trigger
ObjectTemplate.addTemplate M1GarandReload
ObjectTemplate.bindToSkeletonPart reload
ObjectTemplate.addTemplate M1GarandPlupp
ObjectTemplate.bindToSkeletonPart plupp
ObjectTemplate.addTemplate M1GarandMagasin
ObjectTemplate.bindToSkeletonPart mag
ObjectTemplate.addTemplate M1GarandClip
ObjectTemplate.bindToSkeletonPart clip
ObjectTemplate.create LodObject M1GarandLod
ObjectTemplate.lodselector HandWeaponLodSelector
ObjectTemplate.addTemplate M1GarandComplex
ObjectTemplate.addTemplate M1GarandSimple
mlmbug
Posts: 7 Joined: Fri May 20, 2011 12:29 pm
Post
by mlmbug » Sat Jun 18, 2011 7:23 am
Swaffy wrote: Yes. Welcome to the strange world of modding!
Even though Mr. Frustration isn't welcome in the world of modding, it still likes to take over the mind of modders.
I'm a victim myself. I've almost punched holes in my walls from frustration. Actually, I threw my phone at my walls many times.
i'm sure everyone is a victim of Mr. Frustration at one point or another, when i was younger i broke a few keyboards as the walls where i'm living are solid and punching walls can be more expensive than taking it out on somthing connected to the object you are frustrated with (especially when you have other older keyboards lying around). these days i usually just move on to modding something else or play a game i haven't finished for a while as i wait for an answer to my problem.
mlmbug
Posts: 7 Joined: Fri May 20, 2011 12:29 pm
Post
by mlmbug » Sat Jun 18, 2011 7:35 am
Stogie83 wrote: here we go
Code: Select all
ObjectTemplate.create HandFireArms M1Garand
ObjectTemplate.itemIndex 3
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.projectileTemplate M1GarandProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 8
ObjectTemplate.numOfMag 5
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 4.0
ObjectTemplate.roundOfFire 3.2
rem ObjectTemplate.roundOfFire 4
objectTemplate.aiTemplate M1GarandAI
ObjectTemplate.zoomFov 0.6
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.fireOnce 1
ObjectTemplate.altFireOnce 1
ObjectTemplate.soldierZoomFov 0.8
ObjectTemplate.soldierZoomPosition -0.04/-0.03/0
ObjectTemplate.soldierCameraPosition -0.02/-0.03/0.01
ObjectTemplate.addRootSpeed 0
ObjectTemplate.ammoType 1
ObjectTemplate.autoReload 0
ObjectTemplate.allowReloadOnEmptyClipOnly 1
ObjectTemplate.ejectClipTime 0.6
ObjectTemplate.GUIIndex 3
ObjectTemplate.setHudAmmoType ATAmmoBar
ObjectTemplate.setAmmoBar "Ingame/Magbar_Rifle_empty_32x64.tga"
ObjectTemplate.setAmmoBarFill "Ingame/Magbar_Rifle_full_32x64.tga"
ObjectTemplate.setAmmoBarSize 20
ObjectTemplate.setAmmoBarPosX 6
ObjectTemplate.setAmmoBarPosY -17
ObjectTemplate.setAmmoBarTextPosX 5
ObjectTemplate.setAmmoBarTextPosY 10
ObjectTemplate.setCrossHairType CHTCrossHair
Rem *** Deviation Begin *****
ObjectTemplate.velocity 1000
ObjectTemplate.setRecoilForceUp CRD_UNIFORM/1.2/1.2/0
ObjectTemplate.setRecoilForceLeftRight CRD_UNIFORM/-0.1/-0.3/0
ObjectTemplate.setHasRecoilForce 1
ObjectTemplate.setGoBackOnRecoil 1
ObjectTemplate.setFireDev 1.8 0.3 0.08
rem ObjectTemplate.setFireDev 1.8 0.25 0.03
ObjectTemplate.setDevMod 1 0.7 0.5
rem ObjectTemplate.setDevMod 1 0.7 0.5
ObjectTemplate.setMinDev 0.25
ObjectTemplate.setTurnDev 0.3 0.2 0.2 0.1
rem ObjectTemplate.setTurnDev 0 0 0 0
ObjectTemplate.setSpeedDev 1.3 0.4 0.4 0.2
rem ObjectTemplate.setSpeedDev 1.2 0.3 0.3 0.1
ObjectTemplate.setMiscDev 1.8 1.8 0.1
Rem *** Deviation End *****
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.loadSoundScript Sounds/M1Garand.ssc
ObjectTemplate.createSkeleton animations/M1Garand.ske
ObjectTemplate.useSkeletonPartAsMain Base
rem *** LodObject must be located as first child to work on handweapons.
ObjectTemplate.addTemplate M1GarandLod
ObjectTemplate.addTemplate e_MuzzGun
ObjectTemplate.setPosition 0/0.05/0.84
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate e_shellM1Garand
ObjectTemplate.setPosition 0/0.1/0.41
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.create SimpleObject M1GarandSimple
ObjectTemplate.geometry M1GarandSimple
ObjectTemplate.create SimpleObject M1GarandMagasin
ObjectTemplate.geometry M1GarandMagasin
ObjectTemplate.create SimpleObject M1GarandClip
ObjectTemplate.geometry M1GarandClip
ObjectTemplate.create SimpleObject M1GarandReload
ObjectTemplate.geometry M1GarandReload
ObjectTemplate.create SimpleObject M1GarandPlupp
ObjectTemplate.geometry M1GarandPlupp
ObjectTemplate.create SimpleObject M1Garandtrigger
ObjectTemplate.geometry M1Garandtrigger
ObjectTemplate.create AnimatedBundle M1GarandComplex
ObjectTemplate.createSkeleton animations/M1Garand.ske
ObjectTemplate.geometry M1Garand
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.addTemplate M1Garandtrigger
ObjectTemplate.bindToSkeletonPart trigger
ObjectTemplate.addTemplate M1GarandReload
ObjectTemplate.bindToSkeletonPart reload
ObjectTemplate.addTemplate M1GarandPlupp
ObjectTemplate.bindToSkeletonPart plupp
ObjectTemplate.addTemplate M1GarandMagasin
ObjectTemplate.bindToSkeletonPart mag
ObjectTemplate.addTemplate M1GarandClip
ObjectTemplate.bindToSkeletonPart clip
ObjectTemplate.create LodObject M1GarandLod
ObjectTemplate.lodselector HandWeaponLodSelector
ObjectTemplate.addTemplate M1GarandComplex
ObjectTemplate.addTemplate M1GarandSimple
how about your weapons.con (the one that has M1GarandProjectile info, in the same folder) or you could try changing the projectile of the M1 to another weapon like the No4. eg.
Code: Select all
ObjectTemplate.create HandFireArms M1Garand
ObjectTemplate.itemIndex 3
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.projectileTemplate no4Projectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 8
ObjectTemplate.numOfMag 4
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 4.0
ObjectTemplate.roundOfFire 3.2
rem ObjectTemplate.roundOfFire 4
objectTemplate.aiTemplate M1GarandAI
ObjectTemplate.zoomFov 0.6
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.fireOnce 1
ObjectTemplate.altFireOnce 1
ObjectTemplate.soldierZoomFov 0.8
ObjectTemplate.soldierZoomPosition -0.04/-0.03/0
ObjectTemplate.soldierCameraPosition -0.02/-0.03/0.01
ObjectTemplate.addRootSpeed 0
ObjectTemplate.ammoType 1
ObjectTemplate.autoReload 0
ObjectTemplate.allowReloadOnEmptyClipOnly 1
ObjectTemplate.ejectClipTime 0.6
the default M1GarandProjectile should be like this
Code: Select all
ObjectTemplate.create Projectile M1GarandProjectile
ObjectTemplate.geometry bullet_m1
ObjectTemplate.timeToLive CRD_NONE/1/0/0
Rem ObjectTemplate.endEffectTemplate e_RichoSand
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.gravityModifier 0
rem ObjectTemplate.hasStartEffect 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.invisible 1
ObjectTemplate.material 220
ObjectTemplate.loadSoundScript ..\..\common\Sounds\projectile.ssc