HowTo:Make Weapons
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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
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