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DARTH JOKER   Posted 26th Mar 2007 5:06pm
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Post 289 / 467

It would be nice if someone would bost a Tutorial on what exacty each of the options in eash of the tables are for? and in easy discription of what will happen if this or that is inabled
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goober   Posted 26th Mar 2007 6:30pm
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Post 4812 / 265

There are literally thousands of properties in tables.... way too many to list. If you post a specific one, me and other would be able to help you, but i think your request is a little unfeasable...
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RF Grim Reaper   Posted 26th Mar 2007 8:46pm
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Post 591 / 902

Read the top of the table files
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DARTH JOKER   Posted 27th Mar 2007 3:57am
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Post 291 / 467

Quoting RF Grim Reaper
Read the top of the table files
thats the problem most of them arn't finished

"random_bmp_orient" (what does this mean)
"cycle_alpha" (what does this mean)
"no_fire_through" (what does this mean)
"undeviating" (what does this mean)

===============

$Bitmap Filename:
// $Head Radius:
//     +Length: (OPTIONAL)
//     +Tail Radius: (OPTIONAL)

(if the bitmap is on all weapons then why is the rail gun the only weapon with somthing there?)

===========

$Mass: (is this the mass of the weapon or the projectile)

$Fire Wait: (can't rember which way slows down the weapon)


$Trail emitter: (can this cause damage)

$Tracers: (can this cause damage)
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RF Grim Reaper   Posted 27th Mar 2007 4:44am
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Post 593 / 902

random_bmp_orient - works pretty much the same as it does with particle emitters in RED. The muzzle flash bitmap will randomly rotate when on display.

cycle_alpha - I'm not quite sure on this one, but I assume it will make the transparency layer (alpha) change colour if the correct files are there?

No_fire_through - I believe this one will over-ride the mass settings and make sure that the projectiles (bullets/rockets/etc) do not pass through walls.

undeviating - I believe this setting makes sure that no matter what angle you fire the weapon at a wall the projectile will not bounce (for the opposite effect look at HMG bullets bouncing off metal surfaces from shallow fire angles).

From looking at the Rail Gun I think that the bitmap is a big + and the length and radii affect how long and how big the 'trail' appears. I havn't really played with this though so it's just a guess.

Mass - every projectile has a certain mass. Each type of material takes a set amount from this for every meter the projectile travels through the material. For example, if the mass = 10 and the material takes '1' unit from the projectile per meter travelled then the bullet/rocket/rail driver can travel through 10 meters of wall before it stops.

Fire Wait - This is the time that the gun waits after you have pressed 'fire' before you can shoot again. I believe.

Trail Emitter - Best described by rockets, they emit smoke behind them as they fly along. Basically its a particle emitter stick to the back of a projectile.

Tracers - These work just like in real life, every set number of rounds (number set in the tables) a tracer round is fired. The round has a bitmap on it so you can actually see the bullet, or 'trace' its path with your eye. The bmp can be changed for interesting effects.
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goober   Posted 27th Mar 2007 10:51am
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Post 4818 / 265

May i add that the fire_wait does NOT work on semi-auto set weapons...
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