Magazine
From Data Realms Wiki
Magazines hold rounds.
Here is an example magazine:
AddAmmo = Magazine InstanceName = Magazine Pistol Mass = 1 // kg HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Devices/Pistols/MagPistol.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal 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 = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 DrawAfterParent = 0 RoundCount = 11 RTTRatio = 0 RegularRound = Round CopyOf = Round SMG TracerRound = None
The Explanation
Now we will break it down variable by variable. Also see; rounds and tracers
AddAmmo = Magazine // The instance call, defines the next text as parts of a Magazine. InstanceName = Magazine Pistol // The name used to refer to the instance later. Mass = 1 // The mass in kg for example; 0.01 would be 10g, 0.1 would be 100g and 1 would be 1kg. HitsMOs = 0 // Boolean value that determines if this particle can hit by other particles. GetsHitByMOs = 0 // Boolean value that determines if this particle can hit by other particles. SpriteFile = ContentFile FilePath = Base.rte/Devices/Pistols/MagPistol.bmp // Tells The Magazine to use the sprite specified. FrameCount = 1 // How many frames to use. SpriteOffset = Vector X = -3 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal // The emitter to use for where the bullet enters the weapon. ExitWound = AEmitter CopyOf = Dent Metal // The emitter to use for where the bullet exits the weapon. AtomGroup = AtomGroup // AutoGenerate = 1 // Material = Material // Defines the material that the round will be made up of. CopyOf = Military Stuff // Reference to the material you want the round to be made of. Resolution = 4 // Depth = 0 // DeepGroup = AtomGroup // AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 // JointStrength = 200 // How much force is required to be slung out of your grip. JointStiffness = 1 // How much force is required to move the joint. JointOffset = Vector X = 0 Y = -3 DrawAfterParent = 0 // Boolean value that determines if it is drawn in front of the parent a.k.a weapon(1) or not (0). RoundCount = 11 // How many rounds are in the magazine. RTTRatio = 0 // RoundToTracerRatio, how many rounds:tracers. RegularRound = Round CopyOf = Round SMG // Defines which round instance to use as the regular round. TracerRound = Round CopyOf = Round SMG // Defines which round instance to use as the tracer round.