Author Topic: How do I gun  (Read 3866 times)

That is what Masterlegodude said about the multiple bullets thing, it's that spread that changes the spread (go figure).
Do you realize how late you are?
Just saying.

That is what Masterlegodude said about the multiple bullets thing, it's that spread that changes the spread (go figure).
Please don't post just for the sake of posting. The question was answered already. It's a general theme that you only post in coding help topics if you have something relevant to ADD to the subject. For example:
Woo time to make a 500 shell machinegun
Posts like this should be avoided too.

I'm confused, what is the "WeaponImage" and why would it overwrite the default gun?
Another thing: What's the other/How do I make another of them?

Another thing: What's the other/How do I make another of them?
WeaponImage serves as a base for every weapon made, i think
if you overwrite that base every weapon using that base will malfunction
 
Code: [Select]
  // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage"; <===
to make another or whatever just make sure your <namehere>Image does not have the same name as other weapons

and if you mind answering my question... why do you want to edit the gun for? if you want to edit the guns .dts model you need the abandonware Shaper to do something with it

WeaponImage serves as a base for every weapon made, i think
if you overwrite that base every weapon using that base will malfunction
 
Code: [Select]
  // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage"; <===
to make another or whatever just make sure your <namehere>Image does not have the same name as other weapons

and if you mind answering my question... why do you want to edit the gun for? if you want to edit the guns .dts model you need the abandonware Shaper to do something with it
I just want to make a clusterforget of different kinds of guns.

Oh forget I forgot about this.
So uh... Will this work?

you didnt rename all of the datablocks, only the image and the item

that means that this mod will overwrite the gun's datablocks instead of creating new ones to use, which means that you'll break the gun

you didnt rename all of the datablocks, only the image and the item

that means that this mod will overwrite the gun's datablocks instead of creating new ones to use, which means that you'll break the gun
fucmsjkcsndajfhabdfaf-
okay what are the other datablocks :v

the lines that start with 'datablock'


you didnt update the references within the datablocks to use the newly renamed datablocks, so all the new datablocks are still just using the gun's datablocks data

you didnt update the references within the datablocks to use the newly renamed datablocks, so all the new datablocks are still just using the gun's datablocks data
?!?
maybe i should just not do scripting ever

for instance the new trigunflashemitter isn't looking for the trigunflashparticle, it's looking for gunflashparticle

which is wrong

?!?
maybe i should just not do scripting ever
Even though you renamed the datablocks, the code below the names still references to the Gun's names. For example, you have one datablock called trigunsmokeparticle and another called trigunsmokeemitter. Trigunsmokeemitter says to use gunsmokeparticle instead of your trigunsmokeparticle. Basically, make sure you rename all instances of the old gun names to the fresh ones when creating new datablocks.

So I just have to rename them? Nothing else?