Adding new Weapon/Object(s) |
Adding new Weapon/Object(s) |
22 Jun 2021, 9:09
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#1
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Group: Members Posts: 2 Joined: 21 June 2021 Member No.: 23863 |
I try to give my new General the lazer patriot system, but with another lazer beam color as the original from the lazer general.
My attempt was to copy the original: CODE Weapon Lazr_PatriotMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999.0 LaserName = Lazr_PatriotLaserBeam LaserBoneName = WEAPONA01 FireFX = Lazr_WeaponFX_LaserCrusader RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End Paste/edit it like this (into Weapons.ini): CODE Weapon Lazr_PatriotMissileWeapon2 PrimaryDamage = 40.0 PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999.0 LaserName = Lazr_PatriotLaserBeam2; EDITED HERE LaserBoneName = WEAPONA01 FireFX = Lazr_WeaponFX_LaserCrusader RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End To give it a different LaserName, which i also copied. I took this original: CODE Object Lazr_PatriotLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:100 G:0 B:0 A:100 ;The inside color of the laser (hot) OuterBeamWidth = 15 ;The total width of beam OuterColor = R:100 G:0 B:0 A:0 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 ClientUpdate = LaserUpdate ModuleTag_07 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = GenericRedLaserFlare PunchThroughScalar = 1.3; If our target dies, we get this much bigger so it looks like we punched through End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 205 ; min lifetime in msec MaxLifetime = 205 ; max lifetime in msec End End And made it like this (into WeaponObjects.ini): CODE Object Lazr_PatriotLaserBeam2 ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:0 G:255 B:0 A:100; EDITED HERE OuterBeamWidth = 15 ;The total width of beam OuterColor = R:0 G:255 B:0 A:0; EDITED HERE Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 ClientUpdate = LaserUpdate ModuleTag_07 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = GenericRedLaserFlare PunchThroughScalar = 1.3; If our target dies, we get this much bigger so it looks like we punched through End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 205 ; min lifetime in msec MaxLifetime = 205 ; max lifetime in msec End End So when using "Lazr_PatriotMissileWeapon2", the laser color should be green now. But WorldBuilder states the Weapon could not be found and i dont see any particles within the game. How can one Weapon be loaded, but another in the same file cannot? This makes absolutely no sense to me. Please help me. |
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3 Jul 2021, 8:42
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#2
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Group: Members Posts: 2 Joined: 21 June 2021 Member No.: 23863 |
SOLVED: The default WeaponObjects are treated differently than custom WeaponObjects you add. The default ones are always found, no matter where you store them, but the custom ones you add need to be in "INI\Object\WeaponObjects.ini". I am quite surprised that no one of the experienced modders could answer such a simple question.
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25 Sep 2021, 19:37
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#3
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Group: Members Posts: 6 Joined: 24 September 2021 Member No.: 24161 |
Well, thanks for posting solution. It's a help for me and hopefully other.
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