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Can some one post all the things you can do to weapons in the mis?
like how to make the bounce not bouce just explose on contact?
Thanks
-slip

Friday, January 14, 2005 at 6:14:02 PM

This is a good trick to learn all of the things you can do in the.mis,listen well.

For example,take this projectile data in special.cs

 

Datablock ProjectileData(DefaultProjectile )
{
velocity = 85.0; // meters per second
inheritVelocity = 0.97; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 0.0; // usually 0
count = 145; // how many shots per clip?
saveOldCartridge = false; // chuck old cartridge or keep it around
canSave = true; // can this cartridge be saved if another comes along?
reloadTime = 150; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 5; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 1; // usually 1
gravityScale = 0.4; //
sizeScale = 0.4; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/DefaultProjectile.png"; // shape or bitmap
tankExplosion = "DefaultTankExplosion"; // datablock for explosion
ownTankExplosion = "DefaultOwnTankExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "DefaultExplosion"; // datablock for explosion
reticle = "DefaultReticle";
};

 

This,obviously,is the default projectile.

Now,take the name of the datablock (In underlined),add a dot to the end.

 

DefaultProjectile.

 

Now,let's go back to the datablock:

 

Datablock ProjectileData(DefaultProjectile)
{
velocity = 85.0; // meters per second
inheritVelocity = 0.97; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 0.0; // usually 0
count = 145; // how many shots per clip?
saveOldCartridge = false; // chuck old cartridge or keep it around
canSave = true; // can this cartridge be saved if another comes along?
reloadTime = 150; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 5; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 1; // usually 1
gravityScale = 0.4; //
sizeScale = 0.4; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/DefaultProjectile.png"; // shape or bitmap
tankExplosion = "DefaultTankExplosion"; // datablock for explosion
ownTankExplosion = "DefaultOwnTankExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "DefaultExplosion"; // datablock for explosion
reticle = "DefaultReticle";

};

 

All of the underlined stuff can be put at the end of the.mis line we created,example,let's take one of the lines in there:

 

Resource = "~/data/shapes/tanks/DefaultProjectile.png"; // shape or bitmap

 

Stick it at the end of the.mis lijne:

 

DefaultProjectile.resource = "~/data/shapes/tanks/DefaultProjectile.png"; // shape or bitmap

 

Stick that at the end of your.mis,and change it however ya want.

Cool eh?

 

Last edited: Friday, January 14, 2005 at 8:11:09 PM

Friday, January 14, 2005 at 8:10:11 PM

Wow thank a million
!!!

Friday, January 14, 2005 at 9:34:51 PM

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