Forums Index >> Modding >> New Weapon...Come and Get it!!
Page : <1> :
Heres my personally made flamethrower...heheh...
To make this weapon simply put this datablock at near where the "last" emitter ends
Should look like this:
(other emitters)
//------Phaser-------//
datablock particledata(Phaser)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/tanks/BossGlassSpec.png";
colors[0] = "0.100000 0.700000 0.100000 1.000000";
colors[1] = "0.100000 0.300000 0.100000 1.000000";
colors[2] = "0.300000 0.500000 0.300000 1.000000";
colors[3] = "0.100000 0.100000 0.100000 1.000000";
constantAcceleration = "0";
dragCoefficient = "10";
framesPerSec = "1";
gravityCoefficient = "-10000";
inheritedVelFactor = "1";
lifetimeMS = "500";
lifetimeVarianceMS = "50";
sizes[0] = "0.75";
sizes[1] = "1.5";
sizes[2] = "3";
sizes[3] = "0.5";
spinRandomMax = "100";
spinRandomMin = "-100";
spinSpeed = "100";
textureName = "game/data/shapes/tanks/BossGlassSpec.png";
times[0] = "2";
times[1] = "2";
times[2] = "2";
times[3] = "2";
useInvAlpha = "true";
windCoefficient = "0";
};
datablock particleemitterdata(PhaserEmitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "60";
periodVarianceMS = "1";
ejectionVelocity = "5";
velocityVariance = "0.5";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "false";
particleFarDist = "10000";
particles = "Phaser";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "0";
useEmitterSizes = "0";
};
datablock ParticleEmitterNodeData(PhaserEmitternode)
{
timeMultiple = 1;
};
//------flamethrower-------//
datablock particledata(Flamethrower)
{
animateTexture = "1";
animTexName[0] = "game/data/shapes/common/flame1.png";
colors[0] = "3.9 1.900 4.2 7.5";
colors[1] = "0.600000 0.000000 0.000000 1.000000";
colors[2] = "3.9 1.900 4.2 7.5";
colors[3] = "3.9 1.900 4.2 7.5";
constantAcceleration = "0";
dragCoefficient = "50";
framesPerSec = "2";
gravityCoefficient = "-10000";
inheritedVelFactor = "0";
lifetimeMS = "1000000";
lifetimeVarianceMS = "0";
sizes[0] = "5";
sizes[1] = "4";
sizes[2] = "2";
sizes[3] = "2";
spinRandomMax = "90";
spinRandomMin = "-90";
spinSpeed = "1000";
textureName = "game/data/shapes/common/flame1.png";
times[0] = "1";
times[1] = "3";
times[2] = "5";
times[3] = "0";
useInvAlpha = "0";
windCoefficient = "0";
};
Datablock particleemitterdata(flamethrowerEmitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "30";
periodVarianceMS = "0";
ejectionVelocity = "2";
velocityVariance = "0";
lifetimeMS = "10";
lifetimeVarianceMS = "0";
orientOnVelocity = "1";
orientParticles = "0";
overrideAdvance = "0";
particleFarDist = "1000";
particles = "Flamethrower";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "0";
useEmitterSizes = "0";
};
.............................................
now put this after the last line of the.mis file
//Splash lg connon ball with trial//
Splashprojectile.emitter= "flamethroweremitter";
Splashprojectile.className = "ProjectileData";
Splashprojectile.resource = "
*put your own projectile!*
";
Splashprojectile.reticle = "OtherReticle";
Splashprojectile.bounceFactor = 0;
Splashprojectile.numBounce = 0;
Splashprojectile.damage = 100;
Splashprojectile.splashArea = 4;
Splashprojectile.gravityScale = 0;
Splashprojectile.velocity = 100;
Splashprojectile.inheritVelocity = 0;
Splashprojectile.count = 10000;
Splashprojectile.burstCount = 30;
Splashprojectile.burstDelay = 0;
Splashprojectile.reloadTime = 0;
Splashprojectile.sizeScale = 1.5;
Splashexplosion.resource = "game/data/shapes/tanks/tankexplosion05.jpg";
Splashexplosion.sound.filename = "game/data/sound/erupt.ogg";
Splashexplosion.startscale = 1;
Splashexplosion.durationscale = 1000;
Splashexplosion.endscale = 100;
SplashTankExplosion.resource = "game/data/shapes/tanks/tankexplosion06.jpg";
SplashTankexplosion.sound.filename = "game/data/sound/explodeVolcano.wav";
SplashTankExplosion.startscale = 2;
SplashTankExplosion.durationscale = 1000;
SplashTankExplosion.endscale = 20;
SplashOwnTankExplosion.resource = "game/data/shapes/tanks/SplashReticle.png";
SplashOwnTankexplosion.sound.filename = "game/data/sound/explodeVolcano.ogg";
SplashOwnTankExplosion.startscale = 1;
SplashOwnTankExplosion.durationscale = 1000;
SplashOwnTankExplosion.endscale = 10;
SplashBounceExplosion.resource = "game/data/shapes/tanks/smoke.png";
SplashBounceExplosion.sound.filename = "game/data/sound/erupt.ogg";
SplashBounceExplosion.startscale = 1;
SplashBounceExplosion.durationscale = 1000;
SplashBounceExplosion.endscale = 10;
SplashOtherExplosion.resource = "game/data/shapes/tanks/smoke.png";
SplashOtherExplosion.sound.filename = "game/data/sound/erupt.ogg";
SplashOtherExplosion.startscale = 1;
SplashOtherExplosion.durationscale = 1000;
SplashOtherExplosion.endscale = 10;
Splashprojectile.Bouncebump.resource = "game/data/shapes/tanks/smoke.png";
Splashprojectile.Bouncebump.sound.filename = "game/data/sound/staticColl.ogg";
Splashprojectile.Bouncebump.startscale = 1;
Splashprojectile.Bouncebump.Durationscale = 500;
Splashprojectile.Bouncebump.endscale = 20;
There ya go
Last edited: Friday, December 10, 2004 at 5:04:02 PM
Nice weapon Big show, looks good in that pic, I think I'll go and try it out.
Revel
Last edited: Tuesday, December 07, 2004 at 7:43:40 PM
Ill put the pic of my weapon up too
That is so cool it ain't even funny
Lol thx
Im new so I dont know anything about modding sry guy`s
Welcome to TT!! XD
Lets give a big woot! to wofuleagle!
Yeah, the lightning bolt is a little too plain, but I love the flamethrower!
woot!!!!!!!!! again!!!!!!!
How do you make the wepons for mods :'(
Me like the lightning... Me might add it sometime.
Cha cha me with ^ I likey the picture cha cha
When I use the lightning it shows up as a big white square.
How do you make weapons? Does anyone have a good tutorial?
Page : <1> :
This is what I like to call the lightning bolt
Put this after the last line of the.mis file:
Lighttank.defaultprojectile = "speedyprojectile";
Mediumtank.defaultprojectile = "speedyprojectile";
Heavytank.defaultprojectile = "speedyprojectile";
Speedyprojectile.resource = "game/data/shapes/tanks/laserGreen.png";
Defaultexplosion.resource = "game/data/shapes/common/lightning.png";
Speedyprojectile.damage = 20;
Speedyprojectile.count = 50000;
Speedyprojectile.burstcount = 50000;
Speedyprojectile.gravityscale = 1;
Speedyprojectile.velocity = 20;
Speedyprojectile.sizescale = 1;
Speedyprojectile.reloadtime = 10;
Speedyprojectile.burstdelay = 5;
Defaultexplosion.startscale = 1;
Defaultexplosion.endscale = 50;