Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 Ok ran into a new problem, Rocketlauncher + burst-fire everything works, have a rocket launcher able to hold multiple shots added the burst fire text the game recognizes it as a burst fire shot even going so far as to play the custom sound for it. verified it has the correct shot count except it only shoots one rocket. what am I missing? Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 Ok I do not have anywhere to host the files out of so I can try to e-mail them to you or something Upload them in an album to imgur, and message me that. I will bookmark the album, and get to working on your things when I have time. Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 im actually going to worry about the pictures later plus I have the instructions that you posted in my art help thread so I will try that first any input on the Rocket burstfire issue? Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 Rocket burstfire doesn't work.... I have seen complaints before, but it just doesn't work. Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 (edited) ok so I will just have to stop chasing that idea. the weapon works well for the purposes I intended without burst fire so its no big loss. If your wondering what I am working on google "m202" and think "going commando" Also I figured out a way to get around the burst fire issue which is simply to make a low AP and low accuracy selection for single shot which mimics the overall cost and accuracy of burst fire so no loss Edited July 8, 2013 by Wrath_IX Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 You had better add the nemesis, just looking at the flashes name. Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 (edited) Nemesis? gonna need a link to what your referencing cause I did not run into that BTW I also found the solution to one of my other weapon problems in the structure of your weapon_gc.xml file. multiple burstfire modes. thanks Edited July 8, 2013 by Wrath_IX Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 RE3 Nemesis. The M202 was the rocket launcher in the third resident evil game (The rocket launcher was a symbol of "Its your turn to fight back.") While you actually couldn't kill the nemisis with it, you could mess him up with it. Also, that was a experiment that I accidentally released wraith (I heard it was impossible to do multibursts, thus, I tried it with minimal testing, and forgot to take it out.) Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 (edited) im trying to test mine right now Yeah the one you had in your was non-functional it just ignored the other burst values Edited July 8, 2013 by Wrath_IX Edit Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 im trying to test mine right nowYeah the one you had in your was non-functional it just ignored the other burst values Yeah. I didn't mean to release it, and it has been removed in the 1.1 that I am working on. Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 yeah I am testing multiple configs right now Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 Always keep your most up to date files out of your working test, and make each test a big thing, trust me when I say it saves time. Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 im doing each component individually and testing before proceeding to the next component Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 Yeah I tested every config for the weapon in weapons_GC.xml that I could think of all failed My solution was to simply make a burst weapon with the most reasonable burst length and set the AP to half that of what I intended for the maximum burst so say I had a minimum burst of 3 shot and a max of 10 I simply did a 5 shot burst at half the ap of the full 10 burst. Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 im doing each component individually and testing before proceeding to the next component This is ok early on, but if you want to get a lot done, you need to do testing in batches, except for large features (Like, Multiple ammo types in the Barracks screen.) Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 8, 2013 Author Share Posted July 8, 2013 For weapons/items I will test individually cause that is just the opening stage of my mod plan so its easy to take care of Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 The moment you do anything with researches/techs, you absolutely need to start testing in batches. TRUST me. TRUSSST ME. Quote Link to comment Share on other sites More sharing options...
Wrath_IX Posted July 9, 2013 Author Share Posted July 9, 2013 Ok so with some helpful guidance from the devs he pointed me to a post that will help with all the animation pain of making multiple customer Spectre.xml files It allows you to decompress the GC_Units.pfp archive file which contains the master animation code. It allows for a much easier process of adding or even copying custom animations from existing stock without all the head ache. http://www.goldhawkinteractive.com/forums/showthread.php/4029-Exract-pfp-archives See post #10 for the details the extraction takes a good few minutes (10-15) but it will leave you with a folder that contains all the master animation xml files which can be copied into new custom weapon folders and then in the normal matching folders where the animation art assets are located you can simply paste the requisite versions of the animation files I will be doing some testing and let you all know how it turns out. Quote Link to comment Share on other sites More sharing options...
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