Difference between revisions of "HowTo:Make Weapons"

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===Missile===
 
===Missile===
  
 +
==Weapon AI's==
  
  
 
==Example 1: Beam Weapon==
 
==Example 1: Beam Weapon==
 +
  
 
<pre>
 
<pre>

Revision as of 07:34, 31 March 2005

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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

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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