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WLGDavide
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PostSubject: Re: Scumbag mod   Thu 02 Aug 2012, 15:05

sendspace.com mj43ui

if you can give it a look, i will be pleased


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PostSubject: Re: Scumbag mod   Thu 02 Aug 2012, 17:18

ok, what need to happen with the godfile?
adding pistol?
something else?
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WLGDavide
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PostSubject: Re: Scumbag mod   Thu 02 Aug 2012, 17:41

yes, something like:
riotgun with (explosive grenade) launcher.
a snipergun
pistol
and flashbang grenades in the hand (slot 2)


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WLGDavide
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PostSubject: Re: Scumbag mod   Thu 02 Aug 2012, 17:46

also, bots when they appear on player menu (the one that lists all the players), they don't have icon, how can i display icon?


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PostSubject: Re: Scumbag mod   Fri 03 Aug 2012, 20:27

WLGDavide wrote:
yes, something like:
riotgun with (explosive grenade) launcher.
a snipergun
pistol
and flashbang grenades in the hand (slot 2)

weapon_slot: fill in all guns you wish to give to this playermodel
default_weapon: fill in spawn weapon
start_weapons: fill in all spawn weapons
start_armour: fill in spawning armor

Example:
Code:
  weapon_slot="0,Knife"
  weapon_slot="1,C4"
  weapon_slot="2,G4"
  weapon_slot="3,Pistol"
  weapon_slot="4,Shotgun"
  weapon_slot="5,RiotGun"
  weapon_slot="6,Quadbarrel"
  weapon_slot="7,Haw-90"
  weapon_slot="8,Minigun"
  weapon_slot="9,Assassin_Rifle"
  weapon_slot="10,FlameThrower"
  weapon_slot="11,Msaw"
  max_ammo_count="0,100"
  max_ammo_count="1,125"
  max_ammo_count="2,50"
  max_ammo_count="3,8"
  max_ammo_count="4,48"
  max_ammo_count="5,250"
  max_ammo_count="6,250"
  max_ammo_count="7,5"
  max_ammo_count="8,10"
  max_ammo_count="9,7"
 

  @Spawn "default"
  {
      ammo_count="0,30"
      ammo_count="2,10"
      ammo_count="8,1"
      ammo_count="9,1"
      default_weapon="Assassin_Rifle"
      start_weapons="Assassin_Rifle,Knife,Pistol,C4"
  }

  @Spawn "tactical"
  {
      ammo_count="0,90"
      ammo_count="2,30"
      ammo_count="8,5"
      ammo_count="9,7"
      default_weapon="Assassin_Rifle"
      start_weapons="Knife,Pistol,C4,G4,Assassin_Rifle"
      start_armour="Body Armour,Left Thigh Armour,Right Thigh Armour,Heavy Head Armour"
  }
  @Spawn "assault"
  {
      ammo_count="0,90"
      ammo_count="2,30"
      ammo_count="8,5"
      ammo_count="9,7"
      default_weapon="Assassin_Rifle"
      start_weapons="Knife,Pistol,C4,G4,Assassin_Rifle"
      start_armour="Body Armour,Heavy Head Armour,Left Thigh Armour,Right Thigh Armour"
  }


RiotGun with Grenade Launcher:

open playermodel god file and add this:
Code:
@Weapon "RiotGun"
{
  filename="models/weapons/riotgun.chr"
  lighting_level=3
  track_to_joint="Bip01 R Gunjoint"
  track_joint="Handle"
  exclusive_modes=0
  holster_sound="Holster"
  unholster_sound="Unholster"
  @Mode "Primary"
  {
      weapon_recoil_intensity=.1
      weapon_reload_sound="Riotgun_Reload_Sound"
      ammo_count=50
      weapon_type="instant"
      fire_period=.06 //.1
      weapon_ammo_index=6
      weapon_ray_length=4096
      weapon_ray_spread=0.02
      weapon_ray_damage=14 //20
      weapon_ray_number=1
      weapon_fire_sound="MGunFire1"
      weapon_fire_empty_sound="GrenadeBlank"
      weapon_reload_time=1.7
      collision_effect="Pistol_Puff"
      muzzle_effect="Riot_MuzzleFlash"

      weapon_ray_stamina=8
      add_discharge_effect="SpentPistolEffect,clip2"
      damage_type="pierce"
      ai_min_range=128
      ai_max_range=1000
      ai_burst_time=1
  }
  @Mode "Secondary"
  {
      weapon_type="projectile"
      fire_period=.85
      weapon_ammo_index=7
      weapon_projectile="impact_grenade"
      weapon_projectile_velocity=800
      weapon_fire_sound="GrenadeFire"
      weapon_fire_empty_sound="GrenadeBlank"
      muzzle_effect="MuzzleSmokePuffLauncher"
      launch_joint="pump"
      ai_min_range=192
      ai_max_range=500
  }
  encumbrance=0.3

  // Weapon as pickup settings.
  add_damage_type_adj="gas,0"
  add_damage_type_adj="fire,0.15"
  add_damage_effect="energy|buckshot|pierce|knife|escrima,ExplodingSparksEffect"
  pickup_spin=1
  pickup_bob=1
  give_weapon="RiotGun"
  give_ammo_type=6
  give_ammo_count=50
  give_ammo_type2=7
  give_ammo_count2=2
  sound_pickup="WeaponPickup"
  hit_points=50
  expire_explosion="RiotgunExplosion"
}


Flashbang Grenade: (2 slots)

open playermodel god file and add this:
Code:
@Weapon "Grenade"
{
  filename="models/weapons/grenade.chr"
  lighting_level=2
  track_to_joint="Bip01 R Gunjoint"
  track_joint="Root"
  holster_sound="Holster"
  unholster_sound="Unholster"
  instant_autochange=1
  @Mode "Primary"
  {
      weapon_fire_delay=.78
      //auto_reload=1
      ammo_count=0
      weapon_type="projectile"
      fire_period=0.6
      weapon_ammo_index=8
      weapon_projectile="flashgrenade"
      weapon_projectile_velocity=800
      pre_fire_sound="grenade_throw"
      //ai_min_range=64
      ai_max_range=800
  }

      @Mode "Secondary"
  {
      weapon_fire_delay=.78
      //auto_reload=1
      ammo_count=0
      weapon_type="projectile"
      fire_period=0.6
      weapon_ammo_index=8
      weapon_projectile="impact_flashgrenade"
      weapon_projectile_velocity=800
      pre_fire_sound="grenade_throw"
      //ai_min_range=64
      ai_max_range=800
  }
  encumbrance=0
  // Weapon as pickup settings.
  add_damage_type_adj="gas,0"
  add_damage_type_adj="fire,0.15"
  add_damage_effect="energy|buckshot|pierce|knife|escrima,ExplodingSparksEffect"
  pickup_spin=1
  pickup_bob=1
  give_weapon="Grenade"
  give_ammo_type=7
  give_ammo_count=1
  sound_pickup="WeaponPickup"
  hit_points=20
  expire_explosion="HandGrenadeExplosion"
}


WLGDavide wrote:
also, bots when they appear on player menu (the one that lists all the players), they don't have icon, how can i display icon?

I think you will need to fix the interface file again..... (lol)
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WLGDavide
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PostSubject: Re: Scumbag mod   Fri 03 Aug 2012, 22:12

ok thank you, i will try tomorrow to do this stuff.


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WLGDavide
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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 15:38

now it works, thanks Gele. (content)
but, i've noticed something:
when i hit materials (metal,grass,crates) they always do the "metal hole", what happened?
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Gele
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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 15:49

WLGDavide wrote:
now it works, thanks Gele. (content)
but, i've noticed something:
when i hit materials (metal,grass,crates) they always do the "metal hole", what happened?

No problem, enjoy it...
You can adjust it somewhere this metal hole, but I never tried.

Gtrz
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WLGDavide
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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 18:52

i tried to play single player mode, but it says "disconnected".
it's because of the opened server, or because i modified bots?


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WLGDavide
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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 18:56

also, i want to modify ambient music, what do you suggest?


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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 18:56

WLGDavide wrote:
i tried to play single player mode, but it says "disconnected".
it's because of the opened server, or because i modified bots?

I never tried, I dont remember myself playing the single-player, lol.

WLGDavide wrote:
also, i want to modify ambient music, what do you suggest?

Just rename the file that you want to use
into the name of the sound you want to edit.

Is best way, no need to edit godfiles this way.
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WLGDavide
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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 19:00

i know, but what kind of music you suggest?
also, it has to be a wav file?


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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 19:06

WLGDavide wrote:
i know, but what kind of music you suggest?
also, it has to be a wav file?

This ambient sounds are turned off when I play GoreSe.
And yes it needs to be a .wav file...
(content)
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WLGDavide
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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 19:53

what are other bots to edit?
i've edited scumbag, what remains?


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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 19:58

WLGDavide wrote:
what are other bots to edit?
i've edited scumbag, what remains?

?
You can edit every godfile
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WLGDavide
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PostSubject: Re: Scumbag mod   Sat 04 Aug 2012, 21:58

i will try to edit bigtrout and optiknerve


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PostSubject: Re: Scumbag mod   Sun 05 Aug 2012, 15:43

bigtrout completed, now optiknerve and assassinlevel1


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PostSubject: Re: Scumbag mod   Sun 05 Aug 2012, 19:12

(bravo)
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WLGDavide
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PostSubject: Re: Scumbag mod   Sun 05 Aug 2012, 19:49

GeleStylO wrote:
(bravo)
thanks Very Happy Very Happy Very Happy
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