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 smg AMPED UP 
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Joined: Tue May 27, 2008 10:27 pm
Posts: 69
Post smg AMPED UP
hey everyone im new here i made an adjustment to the smg its really cool copy and paste it in the smg file

it makes the smg shoot quick, large burst! its really useful for taking out army's of baddies with a burst or two

can someone put a gif of it? :grin:


Code:
AddAmmo = Magazine
   InstanceName = Magazine SMG
   Mass = 2
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Devices/SMGs/MagSMG2.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -4
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 2
      Depth = 80
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 3
      Depth = 80
   DeepCheck = 1
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = -3
   ParentOffset = Vector
      X = 1
      Y = 0
   DrawAfterParent = 0
   RoundCount = 30
   RTTRatio = 4
   RegularRound = Round
      CopyOf = Round SMG
   TracerRound = Round
      CopyOf = Round SMG Tracer
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 50
      Spread = 0
      MaxVelocity = 500
      MinVelocity = 250
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 40
      Spread = 0
      MaxVelocity = 500
      MinVelocity = 250
   GibWoundLimit = 50

AddDevice = HDFirearm
   InstanceName = SMG
   AddToGroup = Weapons
   AddToGroup = Automatics
   AddToGroup = Subguns
   Mass = 10
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Base.rte/Devices/SMGs/SMG.bmp
   FrameCount = 2
   SpriteOffset = Vector
      X = -7
      Y = -4
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 20
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 1
   JointStrength = 75
   JointStiffness = 0.5
   JointOffset = Vector
      X = -3
      Y = 3
   DrawAfterParent = 0
   StanceOffset = Vector
      X = 6
      Y = 5
   SharpStanceOffset = Vector
      X = 7
      Y = -2
   SupportOffset = Vector
      X = 5
      Y = 4
   SharpLength = 165
   Magazine = Magazine
      CopyOf = Magazine SMG
      ParentOffset = Vector
         X = 3
         Y = 1
   Flash = Attachable
      CopyOf = Muzzle Flash SMG
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1601.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1602.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1603.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1604.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1605.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1606.wav
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadStart.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadEnd.wav
   RateOfFire = 8000
   ReloadTime = 0
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 0
   SharpShakeRange = 0
   NoSupportFactor = 3
   ParticleSpreadRange = 1
   ShellSpreadRange = 8
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 10
      Y = 0
   EjectionOffset = Vector
      X = 1
      Y = -1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 6
      Spread = 2.25
      MaxVelocity = 2
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 5
      Spread = 2.25
      MaxVelocity = 1
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Oil
      Count = 4
      Spread = 2.25
      MaxVelocity = 2
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 6
      Spread = 2.25
      MaxVelocity = 2
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 30
      Spread = 2.25
      MaxVelocity = 2
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small K
      Count = 30
      Spread = 2.25
      MaxVelocity = 2
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small I
      Count = 1
      Spread = 2.25
      MaxVelocity = 2
      MinVelocity = 1
   GibWoundLimit = 50


Fri May 30, 2008 12:50 am
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Joined: Thu Aug 09, 2007 6:37 pm
Posts: 889
Location: Not Jewtown.
Post Re: smg AMPED UP
Just no, please. It's not even a mod, its a base.rte edit. I applaud the effort, but at least put some into it.


Fri May 30, 2008 12:56 am
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Data Realms Elite
Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
Post Re: smg AMPED UP
Damn TOO LATE!

And ... what do you think people will react to it?
- 98.99999999999999999999999999999999999999999~~~ Are going to kill you
- ? Likers


Fri May 30, 2008 12:56 am
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13143
Location: Here
Post Re: smg AMPED UP
You need to put the code in an .ini, put that in an rte, put it in a ZIP or RAR, that post as an attatchment.


Fri May 30, 2008 12:57 am
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Joined: Wed Feb 14, 2007 5:37 am
Posts: 350
Post Re: smg AMPED UP
Way too simple.

I emphasize on the "way" part.

And don't talk in all red, the moderators don't like it and neither do my eyes.


Fri May 30, 2008 12:58 am
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