Post by void on Jun 9, 2016 3:32:00 GMT -8
Okay, so I've been trying to make the attack animation & sound for Sola & Claude different.
I want to change Claude's bullets from kinetic into the ones used for flak to give it a more shotgun feel since the oversize clutter after I mod her shotgun is not very good to look at.
Already tried several attempts.
The first attempt was my own using the self.wtype, which I changed the ones for the Battleship spinal cannon, Seraphim, & Bianca. Now problem is, the upgrades for kinetics damage & accuracy seems to bug out & not affect Seraphim & Bianca after I change their self.wtype to 'Rifle' & 'Shotgun', even though the animation & sound fully works. I'm not worried about the Battleship spinal cannon since those are not subject to upgrades anyways.
Another problem was that the damage of their weapons were listed as 0, even though they deal appropriate damage. Where is this all stored so it's viewed?
Is there a way to work around this?
The other attempt was the code Bigfoot made, but that doesn't work at all. These are the codes.
I put them in classes, but should I be putting them somewhere else to make it work?
I want to change Claude's bullets from kinetic into the ones used for flak to give it a more shotgun feel since the oversize clutter after I mod her shotgun is not very good to look at.
Already tried several attempts.
The first attempt was my own using the self.wtype, which I changed the ones for the Battleship spinal cannon, Seraphim, & Bianca. Now problem is, the upgrades for kinetics damage & accuracy seems to bug out & not affect Seraphim & Bianca after I change their self.wtype to 'Rifle' & 'Shotgun', even though the animation & sound fully works. I'm not worried about the Battleship spinal cannon since those are not subject to upgrades anyways.
Another problem was that the damage of their weapons were listed as 0, even though they deal appropriate damage. Where is this all stored so it's viewed?
Is there a way to work around this?
The other attempt was the code Bigfoot made, but that doesn't work at all. These are the codes.
#show shots on map
if self.fire_sound is None:
try:
self.fire_sound = BM.attacker.fire_sounds[parent.__class__]
except:
if self.wtype == "Kinetic":
self.fire_sound = 'sound/railgun.ogg'
else:
self.fire_sound = 'sound/Flak.ogg'
init 15 python:
for ship in storeships:
ship.fire_sounds = {}
init 16 python:
Seraphim.fire_sounds[SeraphimKinetic] = 'sound/Sola Sniper.ogg'
SeraphimEnemy.fire_sounds[SeraphimEnemyKinetic] = 'sound/Sola Sniper.ogg'
Bianca.fire_sounds[BiancaAssault] = 'sound/shotgun.ogg'
AllianceBattleship.fire_sounds[AllianceBattleshipCannon] = 'sound/cannon.ogg'
EnemyAllianceBattleship.fire_sounds[AllianceBattleshipCannon] = 'sound/cannon.ogg'
init 15 python:
for weapon in storeweps:
weapon.bullet = None # give weapons the .bullet attribute
init 16 python:
BiancaAssault.bullet = ["Battle UI/flakbullet map.png", 1.5] # Set the weapon image and rotation
# Standard is Pulse = 2.0 Kinetic, assault and melee = 1.5, if useing custom images you might need to tweak this, so its not set in bulletsprite
I put them in classes, but should I be putting them somewhere else to make it work?