Difference between revisions of "HowTo:Make Weapons"
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Weapon descriptons are stored in the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&content-type=text/vnd.viewcvs-markup weapon_list.xml] in the data directory. | Weapon descriptons are stored in the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&content-type=text/vnd.viewcvs-markup weapon_list.xml] in the data directory. | ||
| + | |||
| + | Weapons are classed as | ||
| + | * Beam | ||
| + | * Bolt | ||
| + | * Ball | ||
| + | * Missile | ||
| + | |||
==Weapon XML Schema== | ==Weapon XML Schema== | ||
| + | {{fixme}} ''ADD DESCRIPTIONS TO SCHEMA'' | ||
| + | ===Beam=== | ||
| + | *'''<beam ... >''' | ||
| + | ** '''name''' | ||
| + | ** '''mountsize''' | ||
| + | * '''<Energy ... />''' | ||
| + | ** '''rate''' | ||
| + | ** '''stability''' | ||
| + | ** '''refire''' | ||
| + | ** '''locktime''' | ||
| + | * '''<Damage ... />''' | ||
| + | ** '''rate''' | ||
| + | ** '''phasedamage''' | ||
| + | ** '''longrange''' | ||
| + | * '''<Distance ... />''' | ||
| + | ** '''speed''' | ||
| + | ** '''radialspeed''' | ||
| + | ** '''radius''' | ||
| + | ** '''length''' | ||
| + | ** '''pulsespeed''' | ||
| + | ** '''range''' | ||
| + | ** '''detonationrange''' | ||
| + | ** '''volume''' | ||
| + | * '''<Appearance ... />''' | ||
| + | ** '''file''' | ||
| + | ** '''soundwav''' | ||
| + | ** '''r''' | ||
| + | ** '''g''' | ||
| + | ** '''b''' | ||
| + | ** '''a''' | ||
| + | |||
| + | ===Bolt=== | ||
| + | |||
| + | ===Ball=== | ||
| + | |||
| + | ===Missile=== | ||
| + | |||
| + | |||
==Example 1: Beam Weapon== | ==Example 1: Beam Weapon== | ||
| + | |||
| + | <pre> | ||
| + | <Beam name="LR_PminusBeamMKIV" mountsize="capship-massive"> | ||
| + | <Energy rate="1500" stability="8" refire="2" /> | ||
| + | <Damage rate="15000" longrange=".8" /> | ||
| + | <Distance speed="300000" radialspeed="60" radius="60" length="8" pulsespeed="36" range="150000" /> | ||
| + | <Appearance file="weapons/heavylaserbeam.png" soundwav="beam1.wav" r=".6" g=".1" b=".8" a=".6" /> | ||
| + | </Beam> | ||
| + | </pre> | ||
==Example 2: Spinning Weapon== | ==Example 2: Spinning Weapon== | ||
Revision as of 07:26, 31 March 2005
MOD
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HowTo
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Add Upgrades
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Contents
MAKING WEAPONS
Weapon descriptons are stored in the weapon_list.xml in the data directory.
Weapons are classed as
- Beam
- Bolt
- Ball
- Missile
Weapon XML Schema
FIXME ADD DESCRIPTIONS TO SCHEMA
Beam
- <beam ... >
- name
- mountsize
- <Energy ... />
- rate
- stability
- refire
- locktime
- <Damage ... />
- rate
- phasedamage
- longrange
- <Distance ... />
- speed
- radialspeed
- radius
- length
- pulsespeed
- range
- detonationrange
- volume
- <Appearance ... />
- file
- soundwav
- r
- g
- b
- a
Bolt
Ball
Missile
Example 1: Beam Weapon
<Beam name="LR_PminusBeamMKIV" mountsize="capship-massive"> <Energy rate="1500" stability="8" refire="2" /> <Damage rate="15000" longrange=".8" /> <Distance speed="300000" radialspeed="60" radius="60" length="8" pulsespeed="36" range="150000" /> <Appearance file="weapons/heavylaserbeam.png" soundwav="beam1.wav" r=".6" g=".1" b=".8" a=".6" /> </Beam>
Example 2: Spinning Weapon
you can make it spin as well by making it an accessory of the missle:
- you make it a subunit (turret) at the center (i.e call it torpedo_accessory)
- set the max_yaw, max_pitch, and max_roll to whatever you want it to spin at
- make an invisible (or torpedo casing) main body
voilla--you have a photon torpedo
See also
MOD
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HowTo
|
Add Upgrades
|