Post by ©³~ SilentK on Jan 19, 2011 14:09:42 GMT -6
In this tutorial, it covers many factors that I have discovered when pioneering dual triggers. To list:
Regular shot
Engineering charges on first trigger
Secondary shot (inhibiting grenade)
Engineering secondary shot charge (inhibits grenade)
In actuality, you can achieve 4 shots in one weapon. My sniper rifle rig is:
1st shot sniper
1st charge lasersight activation (explained later) or tankshell
2nd shot grenade
2nd charge tank shell, but with different properties (spread and crap)
Achieving and building each "set" will be explained, and you will be able to set-up a rig for your own weapon
Dual triggers is built off the plasma pistol.
Set 1; Engineering 1-shot and charge
THE LAWS OF THE PLASMA PISTOL
Well basically it is the plasma pistol itself. The way it is set-up though is crucial to know, and it's laws must be adhered to. YOU MUST COMPLETELY UNDERSTAND THE WAY IT WORKS, CAUSE YOU MAY COME ACROSS GLITCHES INTERFERING WITH ITS FUNCTION! I have chosen not to make this a step-by-step list cause you MUST understand why things are happening, not just follow steps. Learn why each described thing serves a purpose, and what problems it might solve.
The way it works is:
There are 2 triggers, 0 and 1
0 is the charged shot, and 1 is the bolt
0 has the charge time, 1 does not
when the plasma pistol fires, it calcuates how long you charged it, if it fails to meet 0's charge time, it skips to 1
so if you meet or exceed the charge time, it shoots right there, if you fail it, you skip to 1
1= trigger 1, bolt
2= trigger 0, charged
That's the trick algorithm. In actuality, if you could hex edit, you could add a 3rd trigger (2) and have a charge relay, 0 being the highest and 2 being instant (most likely). They would also have different properties to edit, making like a normal shot, and charged shot, and a super blast, maybe a weapon overload. Now, onto the steps
Well right now, we've established that the weapon is based of the build of the plasma pistol, so so far we have control on one button, and the design yields 1st shot and 1st charge. Now for the second
Set 2; Building the secondary fire
In this stage, the secondary trigger will be built. Is not directly inhibiting the weapon, but is associated with its function. It inhibits the grenade function, it's the same flag used by the banshee and scorpion weapons, but direct use of their weapon tag scripting was not applicable (intervention with antrs).
In the weap branch, select plasma pistol.
In the flags, check "Secondary trigger override"
And uncheck "Can not fire at max age" for fun if you want it to always shoot.
Now, so far, you have a weapon that has 1st shot and 1st charge on left click, and now your grenade has duplicated your (1) trigger system! You see, on a charging algorithm, it seems to appear as triggers, but it's programmed differently. When your "secondary" trigger overrid the grenade function, you have your standard shot (grenade) and on .6 charge time (or whatever your (0) trigger weapon charge is) it'll fire a charged bolt! But 1 slight glitch is if you have grenades, a grenade must be thrown during charge, but does not delay it, The charge is instant when there are no grenades, and the secondary shots are routed directly to your battery (not a glitch).
Set 3; Making it a player's weapon
Well now all you've done was build a system with control. Now it's going to be a weapon!
Well here we go, a sniper rifle with a lasersight and other destructive perks!
Now, taking the plasma pistols and rendering a sniper rifle for gameplay
In HHT:
-Scroll to plasma pistol [weap]
-swap mod2 plasma pistols with sniper rifle
-swap swap coll with sniper rifle
-swap other mod2 with sniper rifle fp (make sure it's swapped with plasma pistol fp)
-swap wphi with sniper rifle
Now it identifies as a sniper rifle, time to rig it!
Set 4; SNIPER RIFLE LASERSIGHT
-swap "bolt" under plasma pistol with sniper bullet
-swap "charged bolt" with mp_needle
grenades will be grenades
charged grenade will be whatever your 1st charge shot is, it's really useless on a lasersight weapon
1=1st shot, Sniper bullet
2=1st charge, lasersight
/grenade charge
grenades are grenades
The reason you grenade charge (4) can not be a different proj is because it mirrors the triggers. Yuo can have different properties, however. So for a lasersight weapon I recommend 2nd proj to be a 0 spread 30 needle shot and grenade charge (4) would engage lasersight.
The BEST laser is the sentinel beam. You should PMI the weapon, not that character, swap in the proj. There is no mgs, but if go to photoshop and make a completely red texture, save it as a .dds and apply it, it works to. Or you can edit it red. Get a converter if your photoshop expired (dxtbmp, search for it), and go to paint and just make a red thing, save it as bmp, open it in a converter and save as .dds.
-Under trigger (1), set the ROF to something between 30-50, and make min/max match.
-Have 0 spread min/max
-Set trigger lock
-Under trigger (0), set ROF to 15 each (I forgot why, but I don't want to leave it out and have a glitch that ruins it all)
-You should have 0 spread min/max
-In [mgs], go to needle. See Light Volume Editing to turn the needles red.
-In a modeling program, make the needles' diameter much smaller, and make the needles longer.
-In [proj] set the inital and final speed to 9999 (to simulate speed of light),
-weight/arc to 0 (air gravity scale).
-Life span 9999
Finally, save.
Recap (steps)
The build for a quadrupal-trigger weapon
1. In plasma pistol, check secondary trigger override
2. In trigger (0),
=ROF 15-30 min/max
=low spread
=0.3 charge time (about 1 sec)
=0 overload
3. In trigger (1)
=ROF 15-30
=0 spread
=0 charge
=0 overload
=Trigger Lock Engage
THERE ARE GOING TO BE A MILLION FRICKEN PROBLEMS AND GLITCHES, COME TO THE BROTHER TOPIC, IDENTIFY YOUR PROBLEM, DESCRIBE THE STEPS, AND DESCRIBE AS MUCH AS POSSIBLE. I WANT ONLY ADVANCEMENT AND DEVELOPEMENT IDEAS HERE. NO CONGRADULATIONS OR APOLOGIES FROM RIOTS, NO PRAISE HERE (I know how good I am). ANY CRAP YOU WANNA UNLOAD DO IT IN THE BROTHER TOPIC. IF YOU DO NOT KNOW, DO NOT SPEAK!
Brother Topic
Regular shot
Engineering charges on first trigger
Secondary shot (inhibiting grenade)
Engineering secondary shot charge (inhibits grenade)
In actuality, you can achieve 4 shots in one weapon. My sniper rifle rig is:
1st shot sniper
1st charge lasersight activation (explained later) or tankshell
2nd shot grenade
2nd charge tank shell, but with different properties (spread and crap)
Achieving and building each "set" will be explained, and you will be able to set-up a rig for your own weapon
Dual triggers is built off the plasma pistol.
Set 1; Engineering 1-shot and charge
THE LAWS OF THE PLASMA PISTOL
Well basically it is the plasma pistol itself. The way it is set-up though is crucial to know, and it's laws must be adhered to. YOU MUST COMPLETELY UNDERSTAND THE WAY IT WORKS, CAUSE YOU MAY COME ACROSS GLITCHES INTERFERING WITH ITS FUNCTION! I have chosen not to make this a step-by-step list cause you MUST understand why things are happening, not just follow steps. Learn why each described thing serves a purpose, and what problems it might solve.
The way it works is:
There are 2 triggers, 0 and 1
0 is the charged shot, and 1 is the bolt
0 has the charge time, 1 does not
when the plasma pistol fires, it calcuates how long you charged it, if it fails to meet 0's charge time, it skips to 1
so if you meet or exceed the charge time, it shoots right there, if you fail it, you skip to 1
1= trigger 1, bolt
2= trigger 0, charged
That's the trick algorithm. In actuality, if you could hex edit, you could add a 3rd trigger (2) and have a charge relay, 0 being the highest and 2 being instant (most likely). They would also have different properties to edit, making like a normal shot, and charged shot, and a super blast, maybe a weapon overload. Now, onto the steps
Well right now, we've established that the weapon is based of the build of the plasma pistol, so so far we have control on one button, and the design yields 1st shot and 1st charge. Now for the second
Set 2; Building the secondary fire
In this stage, the secondary trigger will be built. Is not directly inhibiting the weapon, but is associated with its function. It inhibits the grenade function, it's the same flag used by the banshee and scorpion weapons, but direct use of their weapon tag scripting was not applicable (intervention with antrs).
In the weap branch, select plasma pistol.
In the flags, check "Secondary trigger override"
And uncheck "Can not fire at max age" for fun if you want it to always shoot.
Now, so far, you have a weapon that has 1st shot and 1st charge on left click, and now your grenade has duplicated your (1) trigger system! You see, on a charging algorithm, it seems to appear as triggers, but it's programmed differently. When your "secondary" trigger overrid the grenade function, you have your standard shot (grenade) and on .6 charge time (or whatever your (0) trigger weapon charge is) it'll fire a charged bolt! But 1 slight glitch is if you have grenades, a grenade must be thrown during charge, but does not delay it, The charge is instant when there are no grenades, and the secondary shots are routed directly to your battery (not a glitch).
Set 3; Making it a player's weapon
Well now all you've done was build a system with control. Now it's going to be a weapon!
Well here we go, a sniper rifle with a lasersight and other destructive perks!
Now, taking the plasma pistols and rendering a sniper rifle for gameplay
In HHT:
-Scroll to plasma pistol [weap]
-swap mod2 plasma pistols with sniper rifle
-swap swap coll with sniper rifle
-swap other mod2 with sniper rifle fp (make sure it's swapped with plasma pistol fp)
-swap wphi with sniper rifle
Now it identifies as a sniper rifle, time to rig it!
Set 4; SNIPER RIFLE LASERSIGHT
-swap "bolt" under plasma pistol with sniper bullet
-swap "charged bolt" with mp_needle
grenades will be grenades
charged grenade will be whatever your 1st charge shot is, it's really useless on a lasersight weapon
1=1st shot, Sniper bullet
2=1st charge, lasersight
/grenade charge
grenades are grenades
The reason you grenade charge (4) can not be a different proj is because it mirrors the triggers. Yuo can have different properties, however. So for a lasersight weapon I recommend 2nd proj to be a 0 spread 30 needle shot and grenade charge (4) would engage lasersight.
The BEST laser is the sentinel beam. You should PMI the weapon, not that character, swap in the proj. There is no mgs, but if go to photoshop and make a completely red texture, save it as a .dds and apply it, it works to. Or you can edit it red. Get a converter if your photoshop expired (dxtbmp, search for it), and go to paint and just make a red thing, save it as bmp, open it in a converter and save as .dds.
-Under trigger (1), set the ROF to something between 30-50, and make min/max match.
-Have 0 spread min/max
-Set trigger lock
-Under trigger (0), set ROF to 15 each (I forgot why, but I don't want to leave it out and have a glitch that ruins it all)
-You should have 0 spread min/max
-In [mgs], go to needle. See Light Volume Editing to turn the needles red.
-In a modeling program, make the needles' diameter much smaller, and make the needles longer.
-In [proj] set the inital and final speed to 9999 (to simulate speed of light),
-weight/arc to 0 (air gravity scale).
-Life span 9999
Finally, save.
Recap (steps)
The build for a quadrupal-trigger weapon
1. In plasma pistol, check secondary trigger override
2. In trigger (0),
=ROF 15-30 min/max
=low spread
=0.3 charge time (about 1 sec)
=0 overload
3. In trigger (1)
=ROF 15-30
=0 spread
=0 charge
=0 overload
=Trigger Lock Engage
THERE ARE GOING TO BE A MILLION FRICKEN PROBLEMS AND GLITCHES, COME TO THE BROTHER TOPIC, IDENTIFY YOUR PROBLEM, DESCRIBE THE STEPS, AND DESCRIBE AS MUCH AS POSSIBLE. I WANT ONLY ADVANCEMENT AND DEVELOPEMENT IDEAS HERE. NO CONGRADULATIONS OR APOLOGIES FROM RIOTS, NO PRAISE HERE (I know how good I am). ANY CRAP YOU WANNA UNLOAD DO IT IN THE BROTHER TOPIC. IF YOU DO NOT KNOW, DO NOT SPEAK!
Brother Topic