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<BreachingCharge name="Breach Strip" inventoryBinding="UtilityPouch" quantity="2" >
<RenderObject2D texture="data/textures/gui/customization/items/BStrip.png"/>
<Skin binding="weaponless"/>
<Description value="@breaching_charge_desc"/>
<!-- area2 size does not contain area1 -->
<ModifiableParams
deployTime="2000"
area1HeightMeters="4"
area1WidthMeters="2"
area1Damage="12"
area1StunTime="3000"
area2HeightMeters="2"
area2WidthMeters="2"
area2Damage="8"
area2StunTime="2000"
/>
<Parameters explosionSound="SFX_CHARGE_EXPL">
<!-- burn marks are randomly rotated/scaled for diversity -->
<FX
explosionAnimation="ANIM_FX_DOOR_EXPLOSION"
debrisAnimation="ANIM_FX_DOOR_EXPLODE_DEBRIS"
burnMarkEntity="BurnMark1"
shrapnelEntity="GrenadeShrapnel">
<Distort durationMsec="250">
<RenderObject2D texture="data/textures/fx/door_explosion_distort.tga" layer="30" scaleX="0.85" scaleY="0.6"/>
</Distort>
</FX>
</Parameters>
<Class value="Pointman"/>
<Class value="Assaulter"/>
<Class value="Breacher"/>
<Class value="Stealth"/>
<MobilityModifiers moveSpeedLocalModifierPercent="0" turnSpeedLocalModifierPercent="0"/>
</BreachingCharge>
------------------------------------------------------------------------------------------------------------------------------------
and in GAME.xml ive put -
<Checkbox name="Breaching Strip" defaultState="UncheckedState">
<UncheckedState tooltip="Plant Breaching Strip" sizeX="52" sizeY="52">
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_normal.tga"/>
<OnHover>
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_hover.tga"/>
</OnHover>
<OnClick>
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_normal.tga"/>
<GUIAction type="Hide" target="ContextMenu_UnlockedDoor"/>
<GUIAction type="Hide" target="ContextMenu_LockedDoor"/>
<GUIAction type="TriggerEvent" target="GUI_GAME_RESUME"/>
<GUIAction type="TriggerEvent" target="GUI_GAME_USE_UTILITY_POUCH_ITEM"/>
</OnClick>
</UncheckedState>
<CheckedState name="ContextMenu_UnlockedDoor_Charge_Disabled" acceptInput="false" tooltip="Breaching charges not equipped" sizeX="52" sizeY="52">
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_disabled.tga"/>
</CheckedState>
</Checkbox>
-------------------------------------------------------------------------------------------------------------------------------
and
<StaticImage name="Breaching Strip" tooltip="Breaching Strips can only be used on a door">
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_disabled.tga"/>
</StaticImage>
-------------------------------------------------------------------------------------------------------------------------------
then in HUD.xml i put
<StaticImage name="Breaching Strip">
<RenderObject2D texture="data/textures/gui/hud/hud_tooltip_charge.tga"/>
<StaticText name="#Quantity" origin="25 -1" text="1" alignH="left" font="data/textures/fonts/generic_normal_17" textColor="fff8dbb9"/>
</StaticImage>
----------------------------------------------------------------------------------------------------------------------------------
I just need to know what other values have to be changed if your adding a new breaching charge, i cant seem to find any other code linked to breaching charges in the mod that red panda made, and if his work, mine should too by that standard so i've obviously missed something.
Thanks for the reply :)
Hope this helps someone someday.