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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25 Sep 2021, 19:37
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#2
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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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