How to create a shotgun ?
12 Oct 2021, 09:01 AM
#1
Posts: 1220 | Subs: 1
Like the title, i want to ask how to make a shotgun weapon. I see wikinger mod have svt40 with shotgun projectile effect and want to recreate it. So far i use canister shot animation and have something kind of look alike, but tracer isnt come from the gun but rather from the ground. So that why i want to ask.
12 Oct 2021, 20:09 PM
#2
Posts: 95 | Subs: 1
In order for tracers to work properly the weapon needs 3 things:
However, as the fx_tracer_name says in the description, tracers are only useful for bullet (i.e. non-projectile) weapons.
The reason why the projectile comes from the ground is because the projectile_ext>launcher_marker is incorrect. When the game has an invalid marker it will always default to the 0,0,0 coordinates on the entity.
The default launcher_marker for the canister shot is fx_muzzle_maingun which an infantry unit lacks. Since you're using the svt40 try replacing it with "marker_svt40_muzzle". For future reference you can look up the mua files in the archive viewer.
- anim_table>visibility_name
- fx_action_target_name
- fx_tracer_name
However, as the fx_tracer_name says in the description, tracers are only useful for bullet (i.e. non-projectile) weapons.
The reason why the projectile comes from the ground is because the projectile_ext>launcher_marker is incorrect. When the game has an invalid marker it will always default to the 0,0,0 coordinates on the entity.
The default launcher_marker for the canister shot is fx_muzzle_maingun which an infantry unit lacks. Since you're using the svt40 try replacing it with "marker_svt40_muzzle". For future reference you can look up the mua files in the archive viewer.
13 Oct 2021, 02:00 AM
#3
Posts: 1220 | Subs: 1
In order for tracers to work properly the weapon needs 3 things:
- anim_table>visibility_name
- fx_action_target_name
- fx_tracer_name
However, as the fx_tracer_name says in the description, tracers are only useful for bullet (i.e. non-projectile) weapons.
The reason why the projectile comes from the ground is because the projectile_ext>launcher_marker is incorrect. When the game has an invalid marker it will always default to the 0,0,0 coordinates on the entity.
The default launcher_marker for the canister shot is fx_muzzle_maingun which an infantry unit lacks. Since you're using the svt40 try replacing it with "marker_svt40_muzzle". For future reference you can look up the mua files in the archive viewer.
I mentioned svt40 as an example since i saw it in the other mod, but for me, i was trying to use m1 carbine animation. So what is the marker for it ? I tried "marker_m1_carbine_muzzle" it doesnt seem to be the right one. And, about the .mua file, can you be a bit more specific, i get to the file in archive viewer but dont know what to do next, how do i open it and what do i have to looking for ?
13 Oct 2021, 06:36 AM
#4
Posts: 95 | Subs: 1
You can open mua files with notepad or any similar program. The marker that you should use will be within the quotation marks after name =. If you open up the rifle_m1_carbine.mua file it will look like this:
The carbine actually shares markers with the svt40 for some reason. For your purposes you would input marker_svt40_muzzle into the launcher_marker.
Markers =
{
Marker000 =
{
destructibleBuildingPanelID = -1,
loadingSlotTypeID = -1,
name = "marker_svt40_muzzle",
subtype = "",
transform_m00 = -0.00000,
transform_m01 = -0.00015,
transform_m02 = -1.00000,
transform_m10 = -0.99993,
transform_m11 = 0.01160,
transform_m12 = -0.00000,
transform_m20 = 0.01160,
transform_m21 = 0.99993,
transform_m22 = -0.00015,
transform_m30 = -0.45765,
transform_m31 = 1.36582,
transform_m32 = 0.29619,
type = "",
},
Marker001 =
{
destructibleBuildingPanelID = -1,
loadingSlotTypeID = -1,
name = "marker_svt40_shell_eject",
subtype = "",
transform_m00 = -0.99993,
transform_m01 = 0.01163,
transform_m02 = -0.00000,
transform_m10 = 0.00667,
transform_m11 = 0.57366,
transform_m12 = 0.81907,
transform_m20 = 0.00953,
transform_m21 = 0.81901,
transform_m22 = -0.57370,
transform_m30 = 0.17227,
transform_m31 = 1.37945,
transform_m32 = 0.29604,
type = "",
},
}
The carbine actually shares markers with the svt40 for some reason. For your purposes you would input marker_svt40_muzzle into the launcher_marker.
13 Oct 2021, 13:50 PM
#5
Posts: 1220 | Subs: 1
You can open mua files with notepad or any similar program. The marker that you should use will be within the quotation marks after name =. If you open up the rifle_m1_carbine.mua file it will look like this:
Markers =
{
Marker000 =
{
destructibleBuildingPanelID = -1,
loadingSlotTypeID = -1,
name = "marker_svt40_muzzle",
subtype = "",
transform_m00 = -0.00000,
transform_m01 = -0.00015,
transform_m02 = -1.00000,
transform_m10 = -0.99993,
transform_m11 = 0.01160,
transform_m12 = -0.00000,
transform_m20 = 0.01160,
transform_m21 = 0.99993,
transform_m22 = -0.00015,
transform_m30 = -0.45765,
transform_m31 = 1.36582,
transform_m32 = 0.29619,
type = "",
},
Marker001 =
{
destructibleBuildingPanelID = -1,
loadingSlotTypeID = -1,
name = "marker_svt40_shell_eject",
subtype = "",
transform_m00 = -0.99993,
transform_m01 = 0.01163,
transform_m02 = -0.00000,
transform_m10 = 0.00667,
transform_m11 = 0.57366,
transform_m12 = 0.81907,
transform_m20 = 0.00953,
transform_m21 = 0.81901,
transform_m22 = -0.57370,
transform_m30 = 0.17227,
transform_m31 = 1.37945,
transform_m32 = 0.29604,
type = "",
},
}
The carbine actually shares markers with the svt40 for some reason. For your purposes you would input marker_svt40_muzzle into the launcher_marker.
This work for me, thank.
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