HowTo:Make Weapons
Revision as of 06:49, 31 March 2005 by 202.50.187.13 (talk)
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
- 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
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 |