Difference between revisions of "HowTo:Make Weapons"
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** '''mountsize''' | ** '''mountsize''' | ||
* '''<Energy ... />''' | * '''<Energy ... />''' | ||
− | ** '''rate''' | + | ** '''rate''' - Energy requirement/second, in units of 100s of MJ |
− | ** '''stability''' | + | ** '''stability''' - Maximum continuous firing duration |
− | ** '''refire''' | + | ** '''refire''' - Rest time, in seconds, between firing |
− | ** '''locktime''' | + | ** '''locktime''' - N/A for beams |
* '''<Damage ... />''' | * '''<Damage ... />''' | ||
− | ** '''rate''' | + | ** '''rate''' - Damage output/second, in units of 5.4 MJ |
− | ** '''phasedamage''' | + | ** '''phasedamage''' - Damage/second, in units of 5.4 MJ that ignores shields |
− | ** '''longrange''' | + | ** '''longrange''' - Fraction of damage applied at max range |
* '''<Distance ... />''' | * '''<Distance ... />''' | ||
− | ** '''speed''' | + | ** '''speed''' - Speed at which beam travels linearly through space, in meters/second (usually rather fast) |
− | ** '''radialspeed''' | + | ** '''radialspeed''' - Speed at which beam reaches full radius, and full damage, in meters/second |
− | ** '''radius''' | + | ** '''radius''' - Beam radius, in meters |
− | ** '''length''' | + | ** '''length''' - N/A for beams |
− | ** '''pulsespeed''' | + | ** '''pulsespeed''' - Controls visual wave effect in beam |
− | ** '''range''' | + | ** '''range''' - Max damaging range, in meters |
− | ** '''detonationrange''' | + | ** '''detonationrange''' - N/A for beams |
− | ** '''volume''' | + | ** '''volume''' - N/A for beams |
* '''<Appearance ... />''' | * '''<Appearance ... />''' | ||
** '''file''' | ** '''file''' |
Revision as of 23:32, 8 April 2005
MOD | HowTo | Add Upgrades |
Contents
MAKING WEAPONS
Weapon descriptons are stored in the weapon_list.xml in the data directory.
Weapons are classed as FIXME DIFFERENCES BETWEEN CATEGORIES
- Beam
- Bolt
- Ball
- Missile
Weapon XML Schema
FIXME ADD DESCRIPTIONS TO SCHEMA
Beam
<beam ... >
- name
- mountsize
- <Energy ... />
- rate - Energy requirement/second, in units of 100s of MJ
- stability - Maximum continuous firing duration
- refire - Rest time, in seconds, between firing
- locktime - N/A for beams
- <Damage ... />
- rate - Damage output/second, in units of 5.4 MJ
- phasedamage - Damage/second, in units of 5.4 MJ that ignores shields
- longrange - Fraction of damage applied at max range
- <Distance ... />
- speed - Speed at which beam travels linearly through space, in meters/second (usually rather fast)
- radialspeed - Speed at which beam reaches full radius, and full damage, in meters/second
- radius - Beam radius, in meters
- length - N/A for beams
- pulsespeed - Controls visual wave effect in beam
- range - Max damaging range, in meters
- detonationrange - N/A for beams
- volume - N/A for beams
- <Appearance ... />
- file
- soundwav
- r
- g
- b
- a
Bolt
Ball
Missile
Weapon AI's
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 | HowTo | Add Upgrades |