Difference between revisions of "HowTo:Make Weapons"

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(Beam: addded code tags)
(Example 2: Spinning Weapon: code tags + some fixes)
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you can make it spin as well by making it an accessory of the missle:
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You can make it spin as well by making it an accessory of the missle/weapon:
*you make it a subunit (turret) at the center (i.e call it torpedo_accessory)  
+
* You make it a subunit (turret) at the center, which has the word <code>accessory</code> in its name (e.g call it torpedo_accessory)  
*set the max_yaw, max_pitch, and max_roll to whatever you want it to spin at  
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* Set the <code>max_yaw</code>, <code>max_pitch</code>, and <code>max_roll</code> to whatever you want it to spin at.
*make an invisible (or torpedo casing) main body  
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* Make an invisible (or e.g torpedo casing) main body.
voilla--you have a photon torpedo
 
 
 
  
 
=See also=
 
=See also=

Revision as of 14:21, 9 April 2005

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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/weapon:

  • You make it a subunit (turret) at the center, which has the word accessory in its name (e.g 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 e.g torpedo casing) main body.

See also


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