Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Pika132

New/redefined ammo types in EDGE, wtf

Recommended Posts

So, like, I'm trying to make a Fallout weapons mod, and I need waaaay more ammo types than EDGE has. Which DDF file do I put new ammo types in? Because trying to give a minigun 120 shots when you can only carry 100 5mm bullets at once is just a waste.

Share this post


Link to post

BULLETS.LIMIT(100),SHELLS.LIMIT(400),
ROCKETS.LIMIT(50),CELLS.LIMIT(300),
AMMO5.LIMIT(200),AMMO6.LIMIT(100),
AMMO7.LIMIT(50),AMMO8.LIMIT(300),
AMMO9.LIMIT(200),AMMO10.LIMIT(100),
AMMO11.LIMIT(50),AMMO12.LIMIT(300),
AMMO13.LIMIT(200),AMMO14.LIMIT(100),
AMMO15.LIMIT(50),AMMO16.LIMIT(300),

Thats the different ammo types, you cant define your own atm.

Share this post


Link to post

Shells are limited at 100. Bullets are limited at 400. You have it the other way around.

Share this post


Link to post

Remember you can change those if you don't like them - just change the "OUR_HERO" Thing in Things.DDF, and the Backpack to suit.

Share this post


Link to post

The AvP mod (i have a preview version) comes with EDGE 1.29rc1, EDGE 1.28a, which is the current version you can actually get from the site, has 8 ammo types..

Bullets
Shells
Rockets
Cells (plasma)
Nails
Pellets
Gas
And the other one (Darts?)

Share this post


Link to post

I figured it would be best to bump this topic rather than making a new one. Essentially, I can't figure out how to make a double blast for the super shotgun if it fires one barrel per shot in normal mode. Nor can I get the fucking #CLEARALL command to work. Here's the code for the shotgun:

[SHOTGUN]
AMMOTYPE=SHELLS;
AMMOPERSHOT=1;
AUTOMATIC=FALSE;
SECOND_ATTACK=PLAYER_SHOTGUN2;
SEC_AMMOPERSHOT=2;
BINDKEY=3;
PRIORITY=4;
CLIPSIZE=2;
SHOWCLIP=TRUE;
ATTACK=PLAYER_SHOTGUN;
SEC_AMMOTYPE=SHELLS;
KICK=0.1;
and again for the file header:
// 
//    EDGE WEAPONS.DDF -redefine or add new weapons.
//    For documentation, see http://edge.sourceforge.net/
//    DDF Version 4.0
//

<WEAPONS>

#CLEARALL

#VERSION 1.28

Share this post


Link to post

Just add another SHOOT action to the firing states. Then it'll fire twice.

Share this post


Link to post

I meant like alt-fire, so that the blast would have a spread akin to the vanilla SSG, instead of the mostly horizontal spread of the single barrel SG.

Share this post


Link to post

#CLEARALL for weapons.ddf is disabled in the 1.29 betas and RCs, because changes to the way DDF files/lumps are read has caused some mods which use #CLEARALL to break. I'm not sure if we will add it back, it's not terribly useful.

Share this post


Link to post
Pika132 said:

I meant like alt-fire, so that the blast would have a spread akin to the vanilla SSG, instead of the mostly horizontal spread of the single barrel SG.


So why don't you just copy and paste what you want from the SSG to the SG? If it's already the way you want it you won't even have to come up with it yourself.

Share this post


Link to post
Ajapted said:

#CLEARALL for weapons.ddf is disabled in the 1.29 betas and RCs, because changes to the way DDF files/lumps are read has caused some mods which use #CLEARALL to break. I'm not sure if we will add it back, it's not terribly useful.


Noes! j00 lies! tis teh useful zomg!

Share this post


Link to post

Gar. I renamed some of the weapons and I simply don't want to go and rename all references to the sledgehammer, knife, minigun, etc. Oh well.

Lobo said:

So why don't you just copy and paste what you want from the SSG to the SG? If it's already the way you want it you won't even have to come up with it yourself.

The SSG, and its attack, no longer exists in my DDF files in any way, shape or form. Except, of course, for the fact that #CLEARALL doesn't work and the SSG is still bound to slot 3 like in vanilla DooM 2.

Share this post


Link to post

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×