Making a triple missile, but Im stuck

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 Post subject: Making a triple missile, but Im stuck
PostPosted: Fri Dec 31, 2004 12:42 am 
okay, I thought I would try and make a weapon that fires 3 projectiles at different angles of trajectory when fired. So I started off saying
<accessory type="WeaponMulti">

then I proceeded to put in the bundlesize and name and whatnot. Then I proceeded with the subweapons, making them all missiles. However I cannot seem to get this to work. I do not know where to stick in the collision actions :(. I just need a little help that is all.


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PostPosted: Fri Dec 31, 2004 1:11 pm 
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if you look at accesories.xml you will see at the bottom examples of the new tags,and there is one of the thing you want make.
if you are lazy to search it i wonna put it for you


Code:
<accessory type="WeaponMulti">
      <name>Redirect Test</name>
      <description>Shoots 3 projectiles at different
vertical angles</description>
      <icon>mirv.bmp</icon>
      <cost>1000</cost>
      <bundlesize>1</bundlesize>
      <armslevel>7</armslevel>
      <subweapon1 type="WeaponProjectile">
         <name>Redirect Test</name>
         <armslevel>7</armslevel>
         <projectilescale>5</projectilescale>
         <collisionaction type="WeaponExplosion">
            <name>Redirect Test</name>
            <armslevel>7</armslevel>
            <hurtamount>1.0</hurtamount>
            <deform>down</deform>
            <size>3</size><explosiontexture>exp00</explosiontexture>
            <explosionsound>explosions/small.wav</explosionsound>
         </collisionaction>
      </subweapon1>
      <subweapon2 type="WeaponRedirect">
         <name>Redirect Test</name>
         <armslevel>7</armslevel>
         <habs>false</habs>
         <vabs>false</vabs>
         <hredirect>0</hredirect>
         <vredirect>15</vredirect>
         <nextaction type="WeaponProjectile">
            <name>Redirect Test</name>
            <armslevel>7</armslevel>
            <projectilescale>2.5</projectilescale>
            <projectilemodel type="MilkShape">fatman/fatman.txt</projectilemodel>
            <collisionaction type="WeaponExplosion">
               <name>Redirect Test</name>
               <armslevel>7</armslevel>
               <hurtamount>1.0</hurtamount>
               <deform>down</deform>
               <size>3</size>
               <explosiontexture>exp00</explosiontexture>
               <explosionsound>explosions/small.wav</explosionsound>
            </collisionaction>
         </nextaction>
      </subweapon2>
      <subweapon3 type="WeaponRedirect">
         <name>Redirect Test</name>
         <armslevel>7</armslevel>
         <habs>false</habs>
         <vabs>false</vabs>
         <hredirect>0</hredirect>
         <vredirect>-15</vredirect>
         <nextaction type="WeaponProjectile">
            <name>Redirect Test</name>
            <armslevel>7</armslevel>
            <projectilescale>2.5</projectilescale>
            <projectilemodel type="MilkShape">littleboy/littleboy.txt</projectilemodel>
            <collisionaction type="WeaponExplosion">
               <name>Redirect Test</name>
               <armslevel>7</armslevel>
               <hurtamount>1.0</hurtamount>
               <deform>down</deform>
               <size>3</size>
               <explosiontexture>exp00</explosiontexture>
               <explosionsound>explosions/small.wav</explosionsound>
            </collisionaction>
         </nextaction>
      </subweapon3>
      <subweapon4 type="WeaponRedirect">
         <name>Redirect Test</name>
         <armslevel>7</armslevel>
         <habs>false</habs>
         <vabs>false</vabs>
         <hredirect>0</hredirect>
         <vredirect>0</vredirect>
         <nextaction type="WeaponProjectile">
            <name>Redirect Test</name>
            <armslevel>7</armslevel>
            <projectilescale>2.5</projectilescale>
            <projectilemodel type="MilkShape">fatman/fatman.txt</projectilemodel>
            <collisionaction type="WeaponExplosion">
               <name>Redirect Test</name>
               <armslevel>7</armslevel>
               <hurtamount>1.0</hurtamount>
               <deform>down</deform>
               <size>3</size>
               <explosiontexture>exp00</explosiontexture>
               <explosionsound>explosions/small.wav</explosionsound>
            </collisionaction>
         </nextaction>
      </subweapon4>
   </accessory>
i have no more ideas of what to put here :(

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 Post subject: Saddistic Fungus
PostPosted: Fri Dec 31, 2004 4:53 pm 
thnx alot man, I never actually saw those examples tell u just talked about them. That should answer alot of questions, I appreciate it.


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PostPosted: Fri Dec 31, 2004 5:01 pm 
oh btw Raptor. When I opened up accessories from the Raptor mod, I couldn't understand it cause it is bunched and jumbled. I was trying to see how I could use ur freeze textures cause I was messing around with some ideas.

I just thought Id ask if that would be okay if I could use them, and if so, when I goto use the weapon how do I alter it from napalm to freeze? Do I have to move some textures into my mod folder or?


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PostPosted: Fri Dec 31, 2004 5:47 pm 
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Joined: Sat Apr 24, 2004 6:52 am
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Saddistic Fungus wrote:
oh btw Raptor. When I opened up accessories from the Raptor mod, I couldn't understand it cause it is bunched and jumbled.
The mod upload system changes carriage returns to the unix format, which notepad (and possibly other editors) does not understand. Try opening the files in wordpad or another editor like Crimson Editor or something. Should look fine then.
Undead.

Scorched 3D Documentation & Help


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 Post subject:
PostPosted: Fri Dec 31, 2004 8:58 pm 
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for change napalm texture:
*first have the bmp for it
*then in

Code:
  ='WeaponNapalm'>
            <name>Hot napalm</name>
            <armslevel>5</armslevel>
            <napalmtime>8.0</napalmtime>
            <napalmheight>2.0</napalmheight>
            <steptime>0.1</steptime>
            <hurtsteptime>2.0</hurtsteptime>
            <hurtpersecond>1.0</hurtpersecond>
            <numberstreams>2</numberstreams>
            <effectradius>5</effectradius>
            <napalmtexture>flames</napalmtexture> //here is the name of texture you want,you name it in textureset.xml
            <napalmsound>explosions/napalm.wav</napalmsound>//the sound that the napalm make when its activated

*then open textureset.xml
you will find

Quote:
<textureset name="ice">//here you give a name to your texture
<texture>textures/flame/ice01.bmp</texture>//here you give it the direction of every bmp for your texture
<texture>textures/flame/ice02.bmp</texture>
<texture>textures/flame/ice03.bmp</texture>
<texture>textures/flame/ice04.bmp</texture>
<texture>textures/flame/ice05.bmp</texture>
<texture>textures/flame/ice06.bmp</texture>
</textureset>


*then test it and see if you are happy whit the results

and thats the way for make napalm have new texture
i have no more ideas of what to put here :(

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