Cortex Command

Cortex Command

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Arc 11 Feb, 2018 @ 10:00am
How does one use custom muzzle-flahes?
and also, is it a problem if i use colours that are not included in the pallete?
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Showing 1-15 of 16 comments
greensniperhat 11 Feb, 2018 @ 11:42pm 
Just define a new attachable that will be your muzzleflash, define its graphics and how many frames it has, and define it as your weapon's flash.
And yes, the image must be in CC's palette, otherwise it will glitch out. Best way to keep the palette is to copy a base.rte image and edit it using its colors.
Arc 12 Feb, 2018 @ 5:05am 
Oh, I just used an Image as a muzzle flash, you have to define it like a gun?
greensniperhat 12 Feb, 2018 @ 9:31pm 
If you want an animated muzzleflash, yes. Go ahead and check how vanilla muzzleflashes are defined. Should be in Base.rte/Effects/Pyro/Pyro.ini, look for FLASHES all in uppercase.
Arc 13 Feb, 2018 @ 4:16am 
Ok, thx, will try once I get home!
Arc 13 Feb, 2018 @ 7:36am 
---------------------------
RTE Aborted! (x_x)
---------------------------
Could not match property Error happened in FirstMod.rte/Devices/LaserRifle/LaserRifle.ini at line 1!

The last frame has been dumped to 'abortscreen.bmp'

You can copy this message with Ctrl+C


what kind of error is this? (since it occurs in line 1, i dont think i managed to screw up in line 1)
greensniperhat 14 Feb, 2018 @ 4:49am 
well, a pastebin of the laserrifle.ini would be nice to pore over.
Arc 14 Feb, 2018 @ 7:17am 
AddParticle = MOPixel PresetName = Particle Pulse Rifle ScriptPath = Techion.rte/Devices/Weapons/Dissipate.lua Mass = 0.1 RestThreshold = 500 LifeTime = 1000 Sharpness = 500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 180 G = 0 B = 0 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 180 G = 0 B = 0 TrailLength = 9 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/RedSmall.bmp EffectStartTime = 0 EffectStopTime = 600 EffectStartStrength = 0.9 EffectStopStrength = 0.3 AddAmmo = Magazine PresetName = Magazine Pulse Rifle Mass = 4 SpriteFile = ContentFile FilePath = Techion.rte/Devices/Sprites/MagazinePulseRifle.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -4.5 JointOffset = Vector X = -1 Y = -2 ParentOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 1 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 DrawAfterParent = 0 RoundCount = 10 Discardable = 1 RTTRatio = 3 RegularRound = Round PresetName = Round Pulse Rifle ParticleCount = 1 Particle = MOPixel CopyOf = Particle Pulse Rifle Shell = MOSParticle CopyOf = Small Smoke Ball 1 FireVelocity = 80 ShellVelocity = 0 Separation = 5 TracerRound = Round PresetName = Tracer Round Pulse Rifle ParticleCount = 2 Particle = MOPixel CopyOf = Particle Pulse Rifle Shell = MOSParticle CopyOf = Small Smoke Ball 1 FireVelocity = 80 ShellVelocity = 0 Separation = 5 AddDevice = HDFirearm PresetName = Laser Rifle Description = A rifle using directed photons as a mean of destruction. AddToGroup = Weapons AddToGroup = Primary Weapons AddToGroup = Light Weapons Mass = 13 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = FirstMod.rte/Devices/LaserRifle/LaserRifle.bmp FrameCount = 1 SpriteOffset = Vector X = -13 Y = -4 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 80 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 100 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 3 DrawAfterParent = 0 StanceOffset = Vector X = 3 Y = 6 SharpStanceOffset = Vector X = 7 Y = 2 SupportOffset = Vector X = 5 Y = 4 SharpLength = 210 Magazine = Magazine CopyOf = Techion.rte/Magazine Pulse Rifle Flash = Attachable CopyOf = FirstMod.rte/Devices/LaserRifle/RedLaserFlash FireSound = Sound AddSample = ContentFile FilePath = Techion.rte/Effects/Sounds/LaserFire.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Techion.rte/Effects/Sounds/LaserReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Techion.rte/Effects/Sounds/LaserReloadEnd.wav RateOfFire = 300 ReloadTime = 1700 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 3 SharpShakeRange = 1.5 NoSupportFactor = 3 ParticleSpreadRange = 0.8 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 12 Y = 0 EjectionOffset = Vector X = 12 Y = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 3 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel White Micro A Count = 10 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 8 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Panel White Small A Count = 1 Spread = 0 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 12

(i copied the pulse-rifle .ini-file and edited it)

here you go, thanks in advance for your help.
Last edited by Arc; 14 Feb, 2018 @ 7:18am
greensniperhat 14 Feb, 2018 @ 8:17pm 
Hmm, I don't see an attachable by the name of RedLaserFlash. You need to define the RedLaserFlash as an attachable. Try copying one of the base flashes, put it in pulse-rifle.ini, and modify the PresetName into RedLaserFlash and the filepath of the sprite into the .bmp file's path. Then you can just edit 'Flash = Attachable CopyOf = FirstMod.rte/Devices/LaserRifle/RedLaserFlash' into 'Flash = Attachable CopyOf = RedLaserFlash'.
Understand where you're doing wrong?
Arc 15 Feb, 2018 @ 10:20pm 
I did do a copy of the pulserifle-flash files and edited the colours of the sprites with the palette, but I will see what I can do when I get home.
Arc 16 Feb, 2018 @ 7:32am 
Well, he now starts compiling the .ini fine, but then stops because he cannot find MuzzleFlashRedLaser000.bmp. I have a .bmp File under the same name at the exact place he wants it to be. (the flash has 3 frames,i stated it in the .ini, and named them "MuzzleFlashRedLaser000", "MuzzleFlashRedLaser001" and"MuzzleFlashRedLaser002", same as i found them in the techion folder)
greensniperhat 16 Feb, 2018 @ 9:43pm 
Ah, when using frames, don't put the 000 in, it'll just confuse the ini reading system. If you look closely in the base.rte muzzleflashes, the filename of the .bmp file in the .ini doesn't have the numbers because they're already defined as a multi-frame sprite.
Arc 18 Feb, 2018 @ 8:31am 
I did that, now it crashes at line one again...
Here is my Muzzleflash-code.


AddEffect = Attachable PresetName = LaserFlashRed Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = FirstMod.rte/Devices/LaserRifle/MuzzleFlashRedLaser.bmp FrameCount = 3 SpriteOffset = Vector X = -2 Y = -6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 100 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 3 Depth = 100 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/RedSmall.bmp DrawAfterParent = 0

WHY DOES THIS GAME HATE ME?!?!
Last edited by Arc; 18 Feb, 2018 @ 8:32am
greensniperhat 18 Feb, 2018 @ 8:06pm 
The flash part passes muster - must be something else that's doing that. Perhaps take it to the DRLFF for more support?
Also don't worry too much, this is also how I started modding/programming. Expect ♥♥♥♥ to hit sideways when you least expect it, and expect it to happen a lot of times. Endure, analyze, and fix, and expect something else to break - repeat process until thing doesn't break.
Arc 19 Feb, 2018 @ 12:37am 
What the DRLFF?
greensniperhat 20 Feb, 2018 @ 7:06pm 
Data Realms Fan Forums. There's still a few old masters lurking about that may know what ails your mod.
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