Please post the source of the mod ! I wanna make so much thing on this mod and make it compatible with another mod !
That would be amazing if you could post or just send me an opensource, that would be the best gift for my birthday !
If you looked a little harder you'd notice that it is already open source. (KC's Weapon Mod as well)
Oh and happy birthday!
Also, i've been a bit inactive recently due to uni starting up again and i've been getting into some other programming projects of mine so i'm getting sidetracked, one of the other reasons why i made the mod open source...
I just want to apologize to the halocraft development team for suggesting marines because now people are never going to stop asking for them to be added. --but look at it this way: I did think of something that everyone wants.
Rollback Post to RevisionRollBack
It sure would be nice if we had some grenades don't you think?
Edit 2 : I got a question, is kc weapons mod fully compatible with halocraft ? Cause it seems to be more easy to make weapons in KC so I was wondering this cos I'm gonna make a stats system which will make the weapon make more dmg if you have X strength or agility but it will depends of the weapon.
So if I make weapons in KC, will all the weapons be bound to halocraft or is it more wise to make weapons in halocraft directly cos it's halocraft I'm gonna modify to insert the stats system.
Edit 2 : I got a question, is kc weapons mod fully compatible with halocraft ? Cause it seems to be more easy to make weapons in KC so I was wondering this cos I'm gonna make a stats system which will make the weapon make more dmg if you have X strength or agility but it will depends of the weapon.
So if I make weapons in KC, will all the weapons be bound to halocraft or is it more wise to make weapons in halocraft directly cos it's halocraft I'm gonna modify to insert the stats system.
Thanks.
Fyi, if your going to shorten the name of KC's Weapon Mod, make it KCWM (preferred) or WM or Weap Mod etc. KC is really just my alias shortened.
Halocraft (is a child of/) requires KC's Weapon Mod to also be installed to function correctly. KC's Weapon Mod works fine by itself (without Halocraft).
I haven't yet documented the properties/how to create weapons in the weapon mod, but if you create an .xml (with any name) inside the 'mod install path'\config\KCWeaponMod Weapons\ folder then KCWM will automatically load in the weapons on start-up. Here's an example xml file containing completely default values of each variable (such that it doesn't really function as anything): https://github.com/KILLER-CHIEF/KC-Weapon-Mod/blob/master/KCWeaponMod XML Example.xml
new textures and sounds will require some sort of parallel running resource pack in order to load them in... (something i haven't tested/tried out yet)
So therefore, you can only use KCWM to create new weapons. All the Halocraft code no longer handles the guns, grenades and projectiles as they are now registered and implemented through KC's WM via a coding method (not an xml file).
Also, what do you mean by a stats system? cos your saying it as if you're going to edit the properties of the Halocraft weapons, which is not possible without editing the code in the Halocraft mod.
Alright, so yes, I'm gonna edit halocraft, cos i installed halocraft first and it worked perfectly but i also installed KCWP but it seems not to work, i can't stand what it does add. And yes I gotta edit halocraft to make the stats system ( what i meant by stats is to make it like a RPG panel inside the mod like: I upgrade strengh, so weapon like sniper with do more dmg if i have 10 point in strength and these point gained by gaining lvl)
So what i mean is that if I could create a weapon with your xml method, would it take part like halocraft weapons ? Cos if not I'd have to make new weapon directly inside Halocraft and it is harder for sure compare to just make an xml file with KCWP.
I searched and went on your website but didn't find what does KCWP do by himself ? Cos in the inventory i've the KCWP menu like other mods, but nothing is in.
Alright, so yes, I'm gonna edit halocraft, cos i installed halocraft first and it worked perfectly but i also installed KCWP but it seems not to work, i can't stand what it does add. And yes I gotta edit halocraft to make the stats system ( what i meant by stats is to make it like a RPG panel inside the mod like: I upgrade strengh, so weapon like sniper with do more dmg if i have 10 point in strength and these point gained by gaining lvl)
So what i mean is that if I could create a weapon with your xml method, would it take part like halocraft weapons ? Cos if not I'd have to make new weapon directly inside Halocraft and it is harder for sure compare to just make an xml file with KCWP.
I searched and went on your website but didn't find what does KCWP do by himself ? Cos in the inventory i've the KCWP menu like other mods, but nothing is in.
Thanks for having fast replied.
I have not designed the weapon mod (specifically Halocraft) so that the weapons registered to KCWM are modifiable after the game has begun. If you wanted to do that via your own mod, you would need to access the 'ProjectileImpactProperties' variable of the desired weapon and search for a string object inside the massive object array that contains the desired method name ('ImpactEntity' etc.) And edit the variables directly after it (which for impactentity is first the damage then the hurt resistance as a string). It would be a good idea to study how the code runs in the entity projectile class when it executes the collision code. (It does a lot of back and forth so don't expect it to be easy to understand especially for beginners. it took me days to write it and get it working)
Also when you define/create the weapon, there is a variable to insert a modid so that the item will appear under that mod's inventory tab. The Halocraft weapons are supposed to show under the KCWM tab, if they're not then you're using the wrong version. (Unless I screwed up and/or my memory is bad)
Okay, thanks for your help, but don't worry I'm not gonna make this alone, especially to make the stats per lvl system.
Anyway, I went in all the main file which could modify the weapons' dmg, but I'm looking forward for something else especially that : java\net\killerchief\halocraft\client\client\models\guns -> There's lots of thing about the texture, so by the fact I'm gonna make new 3d models/textures, these files will always change ? except if I take the same 3d model/texture to make another weapon with more dmg for exemple.
Is this hard to remake this for every weapon ? Is there some ressource already done with 3d models/textures given so I'll just have to make the way having an aim, etc..(the content of other halocraft weapon)
Okay, thanks for your help, but don't worry I'm not gonna make this alone, especially to make the stats per lvl system.
Anyway, I went in all the main file which could modify the weapons' dmg, but I'm looking forward for something else especially that : java\net\killerchief\halocraft\client\client\models\guns -> There's lots of thing about the texture, so by the fact I'm gonna make new 3d models/textures, these files will always change ? except if I take the same 3d model/texture to make another weapon with more dmg for exemple.
Is this hard to remake this for every weapon ? Is there some ressource already done with 3d models/textures given so I'll just have to make the way having an aim, etc..(the content of other halocraft weapon)
Since the new Weapon mod is still under heavy development, not all features have been transferred over from Hc and integrated into KCWM. Specifically the gun reticles and 3D items (and holding positions on the character) (and a few other small things). Both of which don't require to be done in the KCWM which is why performing that code in Hc still works (or another mod in general). If you know how to do 3D items you could implement it yourself, all you need is to find the reference for the weapon you want to mod which is accessible using two variables in the main KCWeaponMod class (KCWeaponMod.weapons & KCWeaponMod.modMap [I haven't really figured out a better way of doing this but hey, it works pretty fine imo] ) Just study the code in the initWeapons() method which is (and needs to be) run under a FMLPostInitializationEvent (post mod load event):
btw the item's id in the weapon array variable is dependant on the order you register them to the weapon mod (and under what identity as recorded in the 'modmap' to give the starting position).
However i do plan on giving the 3D item system a good work over when i do implement it (at some point) and making it much more customisable in positioning of items for general use. (no fancy animations, of course using the built in 3D item system will be optional for that reason.)
Using TMT (Turbo Model Thingy) for modelling is another story... techne models work just fine too btw.
PLEEEEEAAAASSEEEE add a sparton lazer and a gravity hammer
later
came back to this mod and found the ghost it put me onto playing mine craft again
we are working on more stuff
can't wait!
Hello,
Please post the source of the mod ! I wanna make so much thing on this mod and make it compatible with another mod !
That would be amazing if you could post or just send me an opensource, that would be the best gift for my birthday !
If you looked a little harder you'd notice that it is already open source. (KC's Weapon Mod as well)
Oh and happy birthday!
Also, i've been a bit inactive recently due to uni starting up again and i've been getting into some other programming projects of mine so i'm getting sidetracked, one of the other reasons why i made the mod open source...
http://halocraft.glitchyscripts.com/
I gotta be stupid ! Thanks for the fast reply, I have tons of ideas if you wanna make them, but anyway i'm gonna add the content I need for me anyway.
Thanks you dude !
Update pls!
are you going to make a warthog and other halo vehicles?
Yes, more will be coming soonish. Slowly i'll be rolling in more and more, but generally one at a time.
http://halocraft.glitchyscripts.com/
I want marines please in next update!!!
I just want to apologize to the halocraft development team for suggesting marines because now people are never going to stop asking for them to be added. --but look at it this way: I did think of something that everyone wants.
It sure would be nice if we had some grenades don't you think?
Hi,
edit: My bad i said nothing x)
Edit 2 : I got a question, is kc weapons mod fully compatible with halocraft ? Cause it seems to be more easy to make weapons in KC so I was wondering this cos I'm gonna make a stats system which will make the weapon make more dmg if you have X strength or agility but it will depends of the weapon.
So if I make weapons in KC, will all the weapons be bound to halocraft or is it more wise to make weapons in halocraft directly cos it's halocraft I'm gonna modify to insert the stats system.
Thanks.
Fyi, if your going to shorten the name of KC's Weapon Mod, make it KCWM (preferred) or WM or Weap Mod etc. KC is really just my alias shortened.
Halocraft (is a child of/) requires KC's Weapon Mod to also be installed to function correctly. KC's Weapon Mod works fine by itself (without Halocraft).
I haven't yet documented the properties/how to create weapons in the weapon mod, but if you create an .xml (with any name) inside the 'mod install path'\config\KCWeaponMod Weapons\ folder then KCWM will automatically load in the weapons on start-up. Here's an example xml file containing completely default values of each variable (such that it doesn't really function as anything): https://github.com/KILLER-CHIEF/KC-Weapon-Mod/blob/master/KCWeaponMod XML Example.xml
new textures and sounds will require some sort of parallel running resource pack in order to load them in... (something i haven't tested/tried out yet)
So therefore, you can only use KCWM to create new weapons. All the Halocraft code no longer handles the guns, grenades and projectiles as they are now registered and implemented through KC's WM via a coding method (not an xml file).
Also, what do you mean by a stats system? cos your saying it as if you're going to edit the properties of the Halocraft weapons, which is not possible without editing the code in the Halocraft mod.
http://halocraft.glitchyscripts.com/
Alright, so yes, I'm gonna edit halocraft, cos i installed halocraft first and it worked perfectly but i also installed KCWP but it seems not to work, i can't stand what it does add. And yes I gotta edit halocraft to make the stats system ( what i meant by stats is to make it like a RPG panel inside the mod like: I upgrade strengh, so weapon like sniper with do more dmg if i have 10 point in strength and these point gained by gaining lvl)
So what i mean is that if I could create a weapon with your xml method, would it take part like halocraft weapons ? Cos if not I'd have to make new weapon directly inside Halocraft and it is harder for sure compare to just make an xml file with KCWP.
I searched and went on your website but didn't find what does KCWP do by himself ? Cos in the inventory i've the KCWP menu like other mods, but nothing is in.
Thanks for having fast replied.
I have not designed the weapon mod (specifically Halocraft) so that the weapons registered to KCWM are modifiable after the game has begun. If you wanted to do that via your own mod, you would need to access the 'ProjectileImpactProperties' variable of the desired weapon and search for a string object inside the massive object array that contains the desired method name ('ImpactEntity' etc.) And edit the variables directly after it (which for impactentity is first the damage then the hurt resistance as a string). It would be a good idea to study how the code runs in the entity projectile class when it executes the collision code. (It does a lot of back and forth so don't expect it to be easy to understand especially for beginners. it took me days to write it and get it working)
Also when you define/create the weapon, there is a variable to insert a modid so that the item will appear under that mod's inventory tab. The Halocraft weapons are supposed to show under the KCWM tab, if they're not then you're using the wrong version. (Unless I screwed up and/or my memory is bad)
http://halocraft.glitchyscripts.com/
Okay, thanks for your help, but don't worry I'm not gonna make this alone, especially to make the stats per lvl system.
Anyway, I went in all the main file which could modify the weapons' dmg, but I'm looking forward for something else especially that : java\net\killerchief\halocraft\client\client\models\guns -> There's lots of thing about the texture, so by the fact I'm gonna make new 3d models/textures, these files will always change ? except if I take the same 3d model/texture to make another weapon with more dmg for exemple.
So I was wondering, it the code with:
Is this hard to remake this for every weapon ? Is there some ressource already done with 3d models/textures given so I'll just have to make the way having an aim, etc..(the content of other halocraft weapon)
Since the new Weapon mod is still under heavy development, not all features have been transferred over from Hc and integrated into KCWM. Specifically the gun reticles and 3D items (and holding positions on the character) (and a few other small things). Both of which don't require to be done in the KCWM which is why performing that code in Hc still works (or another mod in general). If you know how to do 3D items you could implement it yourself, all you need is to find the reference for the weapon you want to mod which is accessible using two variables in the main KCWeaponMod class (KCWeaponMod.weapons & KCWeaponMod.modMap [I haven't really figured out a better way of doing this but hey, it works pretty fine imo] ) Just study the code in the initWeapons() method which is (and needs to be) run under a FMLPostInitializationEvent (post mod load event):
https://github.com/KILLER-CHIEF/Halocraft-KCWM/blob/master/java/net/killerchief/halocraft/config/HalocraftItemsWeapons.java
btw the item's id in the weapon array variable is dependant on the order you register them to the weapon mod (and under what identity as recorded in the 'modmap' to give the starting position).
However i do plan on giving the 3D item system a good work over when i do implement it (at some point) and making it much more customisable in positioning of items for general use. (no fancy animations, of course using the built in 3D item system will be optional for that reason.)
Using TMT (Turbo Model Thingy) for modelling is another story... techne models work just fine too btw.
http://halocraft.glitchyscripts.com/
What are the crafting recipes for the guns?