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 Old Modding Templates, B19-20. 
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Joined: Tue Dec 12, 2006 1:09 am
Posts: 698
Location: Plymouth, NC
Post Old Modding Templates, B19-20.
Updating all mod templates, progress outlined below.
Build 18 Templates are still available upon request via PM.

Done:
Gun Template
Grenade Template
Digger Template
Concrete Gun Template
Module Template
Dreadnought Template
Brain Template
Shield Template
Door Template (Rotating and Sliding)
Impact Grenade Template
Grenade Launcher Template
Impact Grenade Launcher Template
Scene Template
Human Template

Planned:
Robot Template
Dropship Template
Rocket Template


Attachments:
File comment: Build 19, v1.1
ModuleTemplate.rte.rar [3.59 KiB]
Downloaded 348 times
File comment: Build 19, v1.3
GunTemplate.rte.rar [21.49 KiB]
Downloaded 420 times
File comment: Build 19, v1.1
DiggerTemplate.rte.rar [10.42 KiB]
Downloaded 329 times
File comment: Build 19, v1.0
GrenadeTemplate.rte.rar [18.78 KiB]
Downloaded 303 times
File comment: Build 19, v1.0
DreadnoughtTemplate.rte.rar [62.37 KiB]
Downloaded 426 times
File comment: Build 19, v1.0
ConcreteGunTemplate.rte.rar [3.66 KiB]
Downloaded 316 times
File comment: Build 19, v1.0
BrainTemplate.rte.rar [10.09 KiB]
Downloaded 302 times
File comment: Build 19, v1.0
ShieldTemplate.rte.rar [3.72 KiB]
Downloaded 315 times
File comment: Build 19, v1.0
DoorTemplate.rte.rar [31.88 KiB]
Downloaded 299 times
File comment: Build 19, v1.0
ImpactGrenadeTemplate.rte.rar [19.04 KiB]
Downloaded 313 times
File comment: Build 19, v1.0
GrenadeLauncherTemplate.rte.rar [42.46 KiB]
Downloaded 312 times
File comment: Build 19, v1.0
ImpactGrenadeLauncherTemplate.rte.rar [42.78 KiB]
Downloaded 341 times
File comment: Build 19, v1.0
SceneTemplate.rte.rar [119.79 KiB]
Downloaded 359 times
File comment: Build 19, v1.0
HumanTemplate.rte.rar [76.06 KiB]
Downloaded 460 times


Last edited by Control on Sat Sep 08, 2007 6:52 am, edited 65 times in total.

Tue Dec 26, 2006 8:37 pm
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Thank you!!! I created an actor a few days ago and I couldn't for the life of me figure out how to code him into the game, your template saved me!

Huzzah! :P


Tue Dec 26, 2006 11:17 pm
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Joined: Tue Dec 26, 2006 11:21 pm
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This is the Most Helpful thing for Creating new actors the quick way. THANK YER!!!! Also are you able to do one for Dropships and such? That would be very helpful.


Tue Dec 26, 2006 11:24 pm
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Hmm, this looks like a very good idea to me!


Tue Dec 26, 2006 11:25 pm
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Post missing some code?
Heya it looks like you don't have any gibbing code in your template except for the helmet. Gibbing is the fun part :D


Tue Dec 26, 2006 11:29 pm
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Well,
It's supposed to be just basic for now, I think. It gets the job done.


Tue Dec 26, 2006 11:57 pm
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PLEASE make this into a sticky. I can finally get all those actors I made into the game!


Wed Dec 27, 2006 12:43 am
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treberif wrote:
Well,
It's supposed to be just basic for now, I think. It gets the job done.


Yeah gets the job done. I guess the helmet gib is the teaser then :)


Wed Dec 27, 2006 1:19 am
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well, this was well accepted

as far as the gibs go, should i make a new pack with more gib opportunities, make a text file with the code you cut paste in the actors.ini, or both? if the first or last choice, tell me where the gibs should be and the number available

concerning rockets and dropships, i have no clue. at all. ill look into it but no promises.

ive got a template for guns (not rpg or long cannon like guns though :( will look into) that needs a bit of tweaking before release, but if i go straight to it, it wont take more than 5 or 10 minutes and could be released soon

so...what do you guys want?

p.s. how would i go about making this a sticky?


Wed Dec 27, 2006 2:46 am
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all i do is mess around with the Blue dude. check http://www.datarealms.com/forum/viewtopic.php?t=939
for one of my dudes


Wed Dec 27, 2006 4:27 pm
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yeah but doesnt that actor overwrite the existing blue clone? or maybe im thinking of a different actor...


Wed Dec 27, 2006 9:45 pm
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iwillcontrolyou wrote:
as far as the gibs go, should i make a new pack with more gib opportunities, make a text file with the code you cut paste in the actors.ini, or both? if the first or last choice, tell me where the gibs should be and the number available


I think the easist option would be do release a new template with the default clone/robot gibs and notation for where they should change (if someone wants to change the gibbing). So basically your template would use the default gib animations / sounds. The gibbing doesn't need name changes to work, where as the actors do.

If you want people to cut and paste the gib code, you'll need to mark every location on your actor template where the gib code should go. There is going to be a gib code for every attachable piece (other than the feet and hands).


Fri Dec 29, 2006 3:09 am
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the marking idea sounds like too much work for lazy me, but i know what im going to do, im gonna make a new template that has a gib opportunity for the head, body, arm, and leg.

hopefully i can release that and a gun template soon


Fri Dec 29, 2006 8:11 am
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forgive the double post, but theres an update and i dont want this to be buried under spam

please forgive the gun readme also (i worry too much but i know that one sucks...)


Fri Dec 29, 2006 9:42 am
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forgive the triple post but, bump-date


Sun Jan 07, 2007 9:02 pm
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