Author Topic: Does Milkshape require scripting?  (Read 961 times)

Does it?Im making my first add-on and I need to know does Milkshape 3D require scripting to make models?

To make a model, no. To make an add-on with that model, yes.

To make a model, no. To make an add-on with that model, yes.

Great!


Also im making a simple weapon script its just gonna have some Default gun script in it

Thx :cookie: :cookie: :cookie:
« Last Edit: February 08, 2010, 11:11:30 PM by armydude7723 »

You do need to have textures and joints for that model. There should be a tutorial in either the Modification or Modification help sections...

For simple weapons - no
For anything other - yeah

For simple weapons - no
For anything other - yeah
You're wrong. Just stop posting replies here. Yes, it requires scripting, though it isn't hard. Basically you just change values in the script. This is a value.
Code: [Select]
directDamage        = 30;That is have much damage the bullet does.
Code: [Select]
lifetime            = 4000;That is how long the bullet stays before fading away.

Values are found in things like this:
Code: [Select]
AddDamageType("Gun",   '<bitmap:add-ons/Weapon_Gun/CI_gun> %1',    '%2 <bitmap:add-ons/Weapon_Gun/CI_gun> %1',0.2,1);
//The above is the image that shows when you kill someone.
datablock ProjectileData(gunProjectile)
{
   projectileShapeName = "./bullet.dts"; //The bullet model.
   directDamage        = 30; //Damage. Default player has 100 health,
   directDamageType    = $DamageType::Gun; //This is the image the bulletu ses when it kills someone
   radiusDamageType    = $DamageType::Gun; //This is the image the bulletu ses when it kills someone from an explosion

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse     = 400;
   verticalImpulse  = 400;
   explosion           = gunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter; This is the bullet's trail.

   muzzleVelocity      = 90; //Speed
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false; //If you want the bullet to have a light or not. It is set to no.
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "Gun Bullet"; //The name that appears in the event menu.
};

heedi, hes talking about IN-MILKSHAPE scripting.
No, you do not to make a script IN-MILKSHAPE.
But you DO have to make a script and have it in the same zip file as your model for it to work.

heedi, hes talking about IN-MILKSHAPE scripting.
No, you do not to make a script IN-MILKSHAPE.
But you DO have to make a script and have it in the same zip file as your model for it to work.
I was responding to this. He is saying to make weapons, you don't need scripting. I corrected him.
For simple weapons - no
For anything other - yeah

I was responding to this. He is saying to make weapons, you don't need scripting. I corrected him.
ShadowsfeaR is right

You're wrong. Just stop posting replies here.

We had a flame war about a year ago on your dogfight and I still can revert back into hating you. I can reply as much as I like, with varying helpfulness.
At least I don't go round saying everyone is wrong...