czachastalker 02 sie 2016, 21:15
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Posty: 1
Rejestracja: 02 sie 2016, 21:06
Ostatnio: 23 paź 2016, 13:48
Lokalizacja: Lipsk Woj. Podlaskie
Ulubiona broń: Gauss Gun
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Post autor: czachastalker  Ostatnio zmieniony 02 sie 2016, 22:35 przez caleb59, łącznie zmieniany 2 razy.
Witajcie!

Na pewno zastanawialiście się czy można zamienić śrubę na rzucany nóż można i to bardzo prosto wykonać. A więc wchodzimy do folderu z grą klikamy w gamedata/configs/weapons szukamy pliku o nazwie w_bolt.ltx klikamy na tym pliku prawym przyciskiem myszy wchodząc na notatnik.

Oryginalny plik bez zmiany:

Kod: Zaznacz cały

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BOLT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[bolt]:identity_immunities,weapon_probability,default_weapon_params
class				= II_BOLT
cform				= skeleton
visual				= dynamics\devices\dev_bolt\dev_bolt.ogf
inv_name			= st_bolt
$prefetch 			= 16
inv_name_short		= st_bolt
inv_weight			= .0

ef_weapon_type		= 1


inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0

animation_slot		= 6
single_handed		= 0

attach_position_offset	= -0.03, -0.05, 0.03
attach_angle_offset		= 0,0,0
attach_bone_name		=

slot				= 5
hud					= bolt_hud
force_min			= 15
force_const			= 25
force_max			= 35
force_grow_speed		= 15

destroy_time		= 10000

cost				= 0

throw_point			= 0.2, 0.3, 0.1		;0.4, 0.3, 0.1
throw_dir			= 0,0,0			;0,0,1

third_person_throw_point_offset = -0.05,0.848,0.706

PDM_disp_base           = 1.0
PDM_disp_vel_factor     = 1.0
PDM_disp_accel_factor   = 1.0
PDM_disp_crouch         = 1.0
PDM_disp_crouch_no_acc = 1.0 ;  = 1.0

[bolt_hud]:hud_base
fire_point				= 0,0,0
fire_bone				= wpn_body

attach_place_idx		= 0
item_visual				= dynamics\devices\dev_bolt\dev_bolt_hud

hands_position				= -0.021000,-0.160000,0.002500
hands_orientation			= -0.500000,1.000000,1.149999
hands_position_16x9				= 0.033000,-0.189500,0.039000
hands_orientation_16x9			= 2.349998,2.749999,2.849998


item_position			= 0 , 0 ,0
item_orientation		= 0 , 0 ,0

anm_hide				= dev_bolt_holster
anm_show				= dev_bolt_draw
anm_idle				= dev_bolt_idle
anm_bore				= dev_bolt_idle_bore
anm_idle_moving	 		= dev_bolt_idle_moving
anm_idle_sprint	 		= dev_bolt_idle_sprint

anm_throw_begin			= dev_bolt_shoot_start
anm_throw_idle			= dev_bolt_shoot_idle
anm_throw				= dev_bolt_shoot_end


throw_point			= 0.2, 0.3, 0.1		;0.4, 0.3, 0.1
throw_dir			= 0,0,0			;0,0,1
Plik po zmianie kilku parametrów:

Kod: Zaznacz cały

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BOLT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[bolt]:identity_immunities,weapon_probability,default_weapon_params
class				= II_BOLT
cform				= skeleton
visual				= dynamics\weapons\wpn_knife\wpn_knife.ogf
inv_name			= st_bolt
$prefetch 			= 16
inv_name_short		= st_bolt
inv_weight			= .0

ef_weapon_type		= 1


inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0

animation_slot		= 6
single_handed		= 0

attach_position_offset	= -0.03, -0.05, 0.03
attach_angle_offset		= 0,0,0
attach_bone_name		=

slot				= 5
hud					= bolt_hud
force_min			= 15
force_const			= 25
force_max			= 35
force_grow_speed		= 15

destroy_time		= 10000

cost				= 0

throw_point			= 0.2, 0.3, 0.1		;0.4, 0.3, 0.1
throw_dir			= 0,0,0			;0,0,1

third_person_throw_point_offset = -0.05,0.848,0.706
hit_power = 2, 2, 2, 2
hit_impulse = 200
hit_type = explosion
PDM_disp_base           = 1.0
PDM_disp_vel_factor     = 1.0
PDM_disp_accel_factor   = 1.0
PDM_disp_crouch         = 1.0
PDM_disp_crouch_no_acc = 1.0 ;  = 1.0

[bolt_hud]:hud_base
fire_point				= 0,0,0
fire_bone				= wpn_body

attach_place_idx		= 0
item_visual				= dynamics\weapons\wpn_knife\wpn_knife_hud

hands_position				= -0.021000,-0.160000,0.002500
hands_orientation			= -0.500000,1.000000,1.149999
hands_position_16x9				= 0.033000,-0.189500,0.039000
hands_orientation_16x9			= 2.349998,2.749999,2.849998


item_position			= 0 , 0 ,0
item_orientation		= 0 , 0 ,0

anm_hide				= knife_holster
anm_show				= knife_draw
anm_idle				= knife_idle
anm_bore				= knife_idle_bore
anm_idle_moving	 		= knife_idle_moving
anm_idle_sprint	 		= knife_idle_sprint

anm_throw_begin			= dev_bolt_shoot_start
anm_throw_idle			= dev_bolt_shoot_idle
anm_throw				= dev_bolt_shoot_end


throw_point			= 0.2, 0.3, 0.1		;0.4, 0.3, 0.1
throw_dir			= 0,0,0			;0,0,1
Dzięki temu będziecie mieli nieskończone noże do rzucania zamiast śruby! :E
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Poprawiłem! - caleb59
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Post autor: trolololo 
Nie mogę teraz znaleźć, ale jestem pewien że był już taki temat.
Deszczyk pada , RAM mi zjada...
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