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Please tell me ima beginner :)

Friday, August 26, 2005 at 7:57:23 AM

Me too know nothing XO XO

Friday, August 26, 2005 at 8:10:22 AM

PLZ TELL ME!

Friday, August 26, 2005 at 8:34:58 AM

------------------------------------CaNnEdSpLAM's Tutorial to Weapon Making-----------------------------
Overveiw: Weaponmaking is very simple. Its a great way to add to modding! But weapon making (in my opinion) is an Art. You have to make your weapons neat, and you must have patients! If you think you qualify for the Art of weapon making, please continue! But, if you are not patient or creative, and plan on posting questions that have already been answered, stop now and please jump of a cliff.

1.) The first step to weapon making is to identifie what type of place you want to make weapons at:.mis (mission file) or special.cs (my personal favorite). Both of these have they're strong points. The special.cs is easy, and it effects all places on TT (except for other peoples mods and servers). It is less sloppy considering that its all in one spot, no in several (like the.mis file). The.mis file way is just as easy, but may not be convient to other people. For one, your weapon codes only effect the mission that you put them in, not others. Also, if you really get into making weapons, it can really spam up ur mission file. But, both have their pro & cons. But make you choice of which one you want to learn. First I will be going over Special.cs.

------------------------------------Special.cs Weapon Making-------------------------------------------------------

1.) First, you should understand the syntax of weapon making. I will porvide a weapon, and explain it with detail:

 

Datablock ProjectileData(BounceProjectile)
{
velocity = 35.0; // this is very basic, velocity is the speedy of the weapon. The higher the number, the faster speed the projectile goes.
inheritVelocity = 0.93; // how close the next projectiles in the clip will follow.
numBounce = 8; // the number of bounces the projectile will bounce
bounceFactor = 0.5; // how hard the weapon will bounce, like how high.
splashArea = 2.0; // usually 0, how large the damage radius of the weapon when it hits ground or something else cause it to explode
count = 45; // how many shots per clip
saveOldCartridge = true; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 150; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 4; // 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, the amount of damage inflicted on a tank, higher is more damage
gravityScale = 1.7; // how much gravity. If theres none, the weapon will float until an obstacle gets in its way.
sizeScale = 0.6; // scale of projectile (meters for bitmaps). Basically how larg the projectile is.
resource = "~/data/shapes/tanks/bounceprojectile.png"; // shape of the projectile
tankExplosion = "BounceTankExplosion"; // datablock for explosion.
ownTankExplosion = "BounceOwnTankExplosion"; // datablock for explosion.
bounceExplosion = "BounceBump"; // datablock for explosion.
otherExplosion = "BounceExplosion"; // datablock for explosion.
reticle = "BounceReticle";
};

 

Now that you've familiarized yourself with this, lets get started.

2.) Now, you can make several types of every weapon. After you make your weapons, if you are useing new ones, this is hpow you activate them. Scroll down to almost the end, and find this:

 

$NumPupTypes = 3; //change this to the number of weapons you have
$pupTypes[0] = "SpeedyProjectile"; //this datablock is the type of the projectile, this is were you would put the name.
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";

$pupSnds[0] = "ActivateSpeedy";//this data block is the sound block, this is were you put the sound whe someone receive a wepon
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";

 

When makeing weapons, copy the name from here:
datablock ProjectileData(BounceProjectile )

Heres how you would activate:

 

$NumPupTypes =4 ; //change this to the number of weapons you have
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";
$pupTypes[3 ] = "Mynewprojectile";

$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";
$pupSnds[3] = "ActivateBounce";// the sounds of the new projectile

 

And the you have it! I will do the weapons in the.mis later and I have a bonus emitter lesson for you gise too!

~CS~

Friday, August 26, 2005 at 8:55:54 AM

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