Author Topic: Have a question about Modding? Ask Here!  (Read 315051 times)

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Offline Dazzer

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Re: Have a question about Modding? Ask Here!
« Reply #1155 on: July 29, 2015, 11:13:27 am »
1. Thanks

2. I mean, if you are using weapon and then you give it back, is it possible that weapon will use other mesh when it's carried (back) ?

1. No problem :)


2. Do you mean when it's carried on the player's back?
Yes
Depends on the item, a sword for example would have a sheath on the hip, a musket or pike would not have a different mesh and I do not think that is possible for that kind of weapon item. I could be proven wrong but I have never tested that myself.

Oh, ok. Thanks anyway

 Im trying to do that by putting ("mesh",ixmesh_carry)], to line of that musket. I select mesh what it should use when carried back, but its not using it. It uses the same mesh. It's not possible then or Im doing something wrong
« Last Edit: July 29, 2015, 11:45:18 am by ProDazzer_ »

Offline Kaasovic

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Re: Have a question about Modding? Ask Here!
« Reply #1156 on: July 29, 2015, 11:32:33 am »
2 handed weapons could use a sheath as well, maybe there is a trigger that could help?
Developer of NordInvasion. Hi mum.

Offline Dazzer

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Re: Have a question about Modding? Ask Here!
« Reply #1157 on: July 29, 2015, 11:35:50 am »
What triggers do?

Offline Kaasovic

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Re: Have a question about Modding? Ask Here!
« Reply #1158 on: July 29, 2015, 05:49:05 pm »
In module_items some of the weapons uses triggers. Like the musketoon:

Code
["russian_gusarskiy_karabin", "Musketoon", [("Russian_gusarskiy_karabin",0)], itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_while_moving_mounted|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back, 
683 , weight(3.0)|difficulty(0)|spd_rtng(18) | shoot_speed(180) | thrust_damage(70 ,pierce)|max_ammo(1)|accuracy(54),imodbits_none,
 [(ti_on_weapon_attack, [
  (this_or_next|multiplayer_is_server),
  (neg|game_in_multiplayer_mode),
  (store_trigger_param_1,":agent_id"),
  (eq,":agent_id",":agent_id"), # fix compiler bug warning.
  (copy_position,pos22,pos1),
  (position_move_y,pos22,110),
  (try_for_range,":unused",0,10), #4 extra bullets + 1 original = 10 bullets in one shot :D
    (copy_position,pos23,pos22),
    (store_random_in_range,":x_change",-3,3),
    (store_random_in_range,":z_change",-3,3),
    (position_rotate_x, pos23, ":x_change"),
    (position_rotate_z, pos23, ":z_change"),
    (set_fixed_point_multiplier,100),
    (store_random_in_range,":bullet_speed",12000,16000),
(store_random_in_range, ":chance", 0, 100),
(try_begin),
(gt,":chance",95),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_explosion_dummy", 0, "itm_explosive_bullets", 0),
(else_try),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
(try_end),
  (try_end),
  ])]],[/spoiler]

So one of the triggers is 'ti_on_item_unwielded', you might be able to do something with it. For example add a imaginary item etc
Developer of NordInvasion. Hi mum.

Offline Dazzer

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Re: Have a question about Modding? Ask Here!
« Reply #1159 on: July 29, 2015, 05:55:29 pm »
In module_items some of the weapons uses triggers. Like the musketoon:

Code
["russian_gusarskiy_karabin", "Musketoon", [("Russian_gusarskiy_karabin",0)], itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_while_moving_mounted|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back, 
683 , weight(3.0)|difficulty(0)|spd_rtng(18) | shoot_speed(180) | thrust_damage(70 ,pierce)|max_ammo(1)|accuracy(54),imodbits_none,
 [(ti_on_weapon_attack, [
  (this_or_next|multiplayer_is_server),
  (neg|game_in_multiplayer_mode),
  (store_trigger_param_1,":agent_id"),
  (eq,":agent_id",":agent_id"), # fix compiler bug warning.
  (copy_position,pos22,pos1),
  (position_move_y,pos22,110),
  (try_for_range,":unused",0,10), #4 extra bullets + 1 original = 10 bullets in one shot :D
    (copy_position,pos23,pos22),
    (store_random_in_range,":x_change",-3,3),
    (store_random_in_range,":z_change",-3,3),
    (position_rotate_x, pos23, ":x_change"),
    (position_rotate_z, pos23, ":z_change"),
    (set_fixed_point_multiplier,100),
    (store_random_in_range,":bullet_speed",12000,16000),
(store_random_in_range, ":chance", 0, 100),
(try_begin),
(gt,":chance",95),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_explosion_dummy", 0, "itm_explosive_bullets", 0),
(else_try),
(add_missile, ":agent_id", pos23, ":bullet_speed", "itm_cannon_canister_dummy", 0, "itm_canister_ammo", 0),
(try_end),
  (try_end),
  ])]],[/spoiler]

So one of the triggers is 'ti_on_item_unwielded', you might be able to do something with it. For example add a imaginary item etc

Thanks for explaining

Offline Malkolm R. Lind

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Re: Have a question about Modding? Ask Here!
« Reply #1160 on: July 30, 2015, 01:49:49 pm »
Hey guys, does anyone know how to make proper normal/bumpmaps??? I use paint.net and can't find any good plugins.  :-\

Offline The Mighty McLovin

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Re: Have a question about Modding? Ask Here!
« Reply #1161 on: July 30, 2015, 03:56:38 pm »
Hey guys, does anyone know how to make proper normal/bumpmaps??? I use paint.net and can't find any good plugins.  :-\

I'm using a Bumpmap plugin for Paint.net. Isn't professional but works.
I'll try and get you the link.

I still need a specularmap plugin though.

This is the one I use: http://paint.net.amihotornot.com.au/features/effects/plugins/color/Normal_Map/

Offline eeasy

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Re: Have a question about Modding? Ask Here!
« Reply #1162 on: July 31, 2015, 10:10:54 am »
Here is a tricky one
the is_admin
player is admin
neg is admin

Am i right in saying that the is admin checks can only be done by server?

This is not for any operations or commands to be performed, but i have a clientside message which alerts me on any server when my friends have logged on, similar to how skype says so and so has logged on

The problem is, it alerts me when every single person logs on, but i wanted it to be that it only triggers the has logged on message when it is my admin friends

But setting an is admin check, it seems that check is against me, not against the person it is announcing
How would it be possible to set an is admin check so that the string the admin has joined will only show if its an admin

This is my script so you know what i mean, as you can see this is purely a clientside alert on any server it tells me when players log on.


(1,0,0,[],[
(try_for_range, ":player_no", 1, 250),
  (player_is_active, ":player_no"),
  (player_slot_eq, ":player_no", slot_player_join_time, 0),    (player_set_slot, ":player_no", slot_player_join_time, 1),
    (str_store_player_username, s3,":player_no"),
  (display_message, "@ {s3} the admin has joined !", 0xFF33CC),

(try_end),
]),

Offline Dazzer

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Re: Have a question about Modding? Ask Here!
« Reply #1163 on: August 02, 2015, 07:42:22 pm »
I have got new problem. I don't know what happend. My gloves just changed and now they look like this


Any idea what is that and what could be cause of it?

Offline Earth Bby

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Re: Have a question about Modding? Ask Here!
« Reply #1164 on: August 02, 2015, 07:46:16 pm »
missing texture, mainly spec


Offline Dazzer

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Re: Have a question about Modding? Ask Here!
« Reply #1165 on: August 02, 2015, 08:29:49 pm »
But I added specular texture

Offline The Mighty McLovin

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Re: Have a question about Modding? Ask Here!
« Reply #1166 on: August 02, 2015, 09:32:54 pm »
Have you merged it with any other meshes?

Offline Dazzer

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Re: Have a question about Modding? Ask Here!
« Reply #1167 on: August 02, 2015, 09:50:50 pm »
Have you merged it with any other meshes?

no

Offline The Mighty McLovin

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Re: Have a question about Modding? Ask Here!
« Reply #1168 on: August 02, 2015, 10:23:04 pm »
Can you show me a screenshot of it open in OpenBRF?

Offline Dazzer

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Re: Have a question about Modding? Ask Here!
« Reply #1169 on: August 02, 2015, 10:34:35 pm »
Can you show me a screenshot of it open in OpenBRF?


It looks perfect in OpenBRF. But in-game it's really ugly