Pika132 Posted March 28, 2005 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. 0 Share this post Link to post
Liberation Posted March 28, 2005 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. 0 Share this post Link to post
Pika132 Posted March 29, 2005 Shells are limited at 100. Bullets are limited at 400. You have it the other way around. 0 Share this post Link to post
wildweasel Posted March 29, 2005 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. 0 Share this post Link to post
Liberation Posted March 29, 2005 Pika132- thats from my avp mod, thats why there around the wrong way. 0 Share this post Link to post
deathbringer Posted March 30, 2005 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?) 0 Share this post Link to post
Liberation Posted March 30, 2005 You can still download EDGERC 1 from the site, just scroll to the bottom of the dl page, it is public. 0 Share this post Link to post
Pika132 Posted April 3, 2005 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 0 Share this post Link to post
Lobo Posted April 4, 2005 Just add another SHOOT action to the firing states. Then it'll fire twice. 0 Share this post Link to post
Pika132 Posted April 4, 2005 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. 0 Share this post Link to post
Chrono_T Posted April 5, 2005 Unrelated: Liberation, request AvP mod demo please. Chronoteeth@gmail.com Related: Maybe what you are looking for can be found in the tutorial section. 0 Share this post Link to post
andrewj Posted April 5, 2005 #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. 0 Share this post Link to post
Lobo Posted April 5, 2005 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. 0 Share this post Link to post
Pika132 Posted April 6, 2005 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! 0 Share this post Link to post
TheDarkArchon Posted April 6, 2005 I agree with Ajapted here: What wrong with overwriting the original weapons. 0 Share this post Link to post
Pika132 Posted April 6, 2005 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. 0 Share this post Link to post