Right, so I've started trying to mod RF:G, to some success. I can do simple things, like change ammo capacity, damage, etc.
But for the life of me, I can't figure out how to make weapons do damage to buildings!
For example, I want to make a pistol that has a fairly slow rate of fire and clip, but punches a hole the size of your head in walls. Maybe a hole the size of your average family home, for fun.
The problem is, how the heck would I do that? Suppose I want to modify the regular edf_pistol to break walls. How would I do that?
Or make the grinder shoot blades the smash through walls (not explode on contact with them: smash THROUGH them)?
Any and all advice will be welcome, short of telling me to stuff myself.
Thanks in advance,
--Ted



Hmm, I don't know, but I would like to see the grinder do more damage and NOT explode on contact...
Leader of the Dark Hunters -X-
Woot! Alright, I figured this out. Well, part of it. I figured out how to make the pistol (theoretically, any weapon) cause structural damage.
In order to make the pistol do structural damage, find its listing in the weapons.xtbl file, and add the following line:
•Explosion•remote_charge•/Explosion•
Because these forums use HTML posts, they are unfriendly to intentional carets. So replace the instances of "•" with the appropriate carets when you add that line.
Repack, copy to the proper RF:G folder, and load up the game. The pistol bullets should now explode just like the remote charges on contact with anything!
Now, it does not NEED to be the remote_charge explosion, it can be any you damn well like, chosen from the explosions.xtbl file (where, incidentally, you can define your own explosions!) Just pick a likely looking one, and substitue remote_charge in the line above with the name field of the explosion.
I can't seem to find any good tutorials on modding RF:G, so maybe I'll make my own, one of these days.
As for the grinder deal, Xanorak, upping the damage is fairly easy, the tricky part is making it slam THROUGH walls. Which, incidentally, I'm not sure is possible, but I'll keep looking!
Yeah, I've been messing around with Mass variables to no avail (it only pushes vehicles and people more, not through walls) because I want to change the upgrade from 'Explosive Grinder Disks' to 'Heavy Grinder Disks'.
I'm a total noob at this stuff. Could someone edit the files for the non building damaging weapons, like the Assault Rifle and Pistol, to do light damage to the buildings? There is a weapon the EDF that fires a blue laser that can put a hole in the wall after a few bullets.
The reason I'm asking is because during gunfights, I want all bullets to actually chip away the environment. I want my cover to erode away under gunfire.
If you want to add your vote for the ability to save when cheats are activated, PM me! Total Tally - 9
Look at my tutorial.
http://community.redfaction.com/forums/topic/7537
If you want weapons to have a small explosion, make a custom explosion, but with smaller Impulse and Structural_damage values and add the required code to the weapon's xtbl chunk.
I show how to do that stuff in the tutorial. :P
For an assault rifle, maybe just 5000 for Impulse and the same for Structural_damage, with a decrease in various ranges. The explosion's damage would have to be shrunk, as well.
Possibly you might want to add an invisible explosion, as well.. Hm. I must add this...
Yeah, the reason the Gauss Rifle (blue beam weapon that causes damage) does structural damage is because of the explosion assigned to it, gauss_rifle. If you want the pistol, assault rifle, Enforcer and such do structural damage I'd make the explosion invisible because bullets don't make flashy lights. Hey, does anybody know how they had the Marauder shotgun do structural damage without an explosion?
Excellent thought, invisible explosive effects would be useful for all prospective weapon modders. I wonder how small we can make the damage point? Gauss rifles are pretty tiny, but could it go smaller than that?
Explosions can go nonvisible 8-)
I updated my mod tutorial to include an assault rifle mod, per nerevar's specs.
To have an invisible explosion, simply do not specify the "element" in the Effects block of the Explosion definition in explosions.xtbl.
Simply delete this entire chunk from the explosion you want invisiblized:
To then remove the camera shake, change the following fields (also in the explosion definition) to these values:
If you can't find those fields in the definition, ADD 'EM.
Ta-da! Invisible, shake-less explosions!
Perfect for the whole family to enjoy.