Difference between revisions of "HowTo:Make Weapons"

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{{attention}}
 
{{attention}}
  
Weapon descriptons are stored in the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&content-type=text/vnd.viewcvs-markup weapon_list.xml] in the data directory.   
+
Weapon descriptons are stored in the '''[http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/vegastrike/data4.x/weapon_list.xml?rev=HEAD&content-type=text/vnd.viewcvs-markup weapon_list.xml]''' in the data directory.   
  
 
Weapons are classed as {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''
 
Weapons are classed as {{fixme}} ''DIFFERENCES BETWEEN CATEGORIES''
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{{fixme}} ''ADD DESCRIPTIONS TO SCHEMA''
 
{{fixme}} ''ADD DESCRIPTIONS TO SCHEMA''
 
===Beam===
 
===Beam===
*'''<beam ... >'''
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'''<beam ... >'''
 
** '''name'''  
 
** '''name'''  
 
** '''mountsize'''
 
** '''mountsize'''
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==Example 1: Beam Weapon==
 
==Example 1: Beam Weapon==
 
 
 
<pre>
 
<pre>
 
<Beam name="LR_PminusBeamMKIV" mountsize="capship-massive">
 
<Beam name="LR_PminusBeamMKIV" mountsize="capship-massive">
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==Example 2: Spinning Weapon==
 
==Example 2: Spinning Weapon==
 +
<pre>
 +
 +
</pre>
  
 
you can make it spin as well by making it an accessory of the missle:
 
you can make it spin as well by making it an accessory of the missle:

Revision as of 07:55, 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 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


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