Joined: Fri Dec 26, 2003 10:38 pm Posts: 63 Location: USA
For all those that are interested here is the first of the custom weapons that I have adjusted for the new version. It is called Hornet's Nest. Originally created by Fever and posted in a previous topic. Just add it to your accessories.xml file and you will have a good game!! The price and bundle size should be adjusted as fits your own game needs. It is very lengthly due to the new definition style. Just add the approprate number of tabs before each line when you place it in the file.
Remember to back up the file so that if you screw up you can fix it
Joined: Fri Dec 26, 2003 10:38 pm Posts: 63 Location: USA
By popular demand here is another remake of a custom weapon originaly from 36x and is now compatable with 37x! just add the appropriate tabs to each line to finish the code. this one will be easier than the last! I will post a special weapon tomorrow!
Remember everybody to keep an original accessories.xml file backed up in case you mess it up!
Joined: Fri Dec 26, 2003 10:38 pm Posts: 63 Location: USA
Hey! As I promissed here is another one that is fun to use but beware as it is hot stuff!
If any one finds any kind of problem or otherwise in the codes that I am posting please feel free to mention it. Even if it is just a configuration of price, explosion size, or something else. Feel free to comment!!
<accessory type="WeaponProjectile">
<name>Napalm Mirv</name>
<description> A projectile weapon that on reaching its highest point breaks into several napalm warheads which fan out in a random direction. </description>
<icon>mirv.bmp</icon>
<cost>25000</cost>
<bundlesize>2</bundlesize>
<armslevel>5</armslevel>
<apexcollision></apexcollision>
<firedsound>shoot/large.wav</firedsound>
<projectilemodel type="ase">
<mesh>clusterbomb.ase</mesh>
<skin>white.bmp</skin>
</projectilemodel>
<collisionaction type="WeaponMirv">
<name>Napalm Mirv</name>
<armslevel>5</armslevel>
<nowarheads>5</nowarheads>
<spread>true</spread>
<aimedweapon type="WeaponProjectile">
<name>Napalm Mirv</name>
<armslevel>6</armslevel>
<projectilescale>0.2</projectilescale>
<projectilemodel type="MilkShape">bomblet/bomblet.txt</projectilemodel>
<collisionaction type="WeaponNapalm">
<name>Napalm Mirv</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>
<explosionsound>explosions/napalm.wav</explosionsound>
</collisionaction>
</aimedweapon>
</collisionaction>
</accessory>
I definately want some feedback on this one! make any suggestions you like!
Joined: Fri Dec 26, 2003 10:38 pm Posts: 63 Location: USA
Well, I finished that one already but i am unsatisfied with it. I had to scale it back because in the process of converting it to the new version it seemed to have gained power and destructive capability (and the ability to exponentionaly decrease framerate ). I will post the one I use now and if you feel like it leave a post/request or send me a private message and I will send/post the "full version" of the Travolta.
Again if you have any suggestions please post them
To make it easier for people to add to their weapons list, the number in front of each line is the number of corresponding "tab's" that need to be inserted at that point. And inorder to avoid confusion I also recomend that you edit the accessories.xml file with "notepad" (windows) and expand to full screen. Then copy/paste/and insert # of tabs.
OK, how about Death's Head that drops Rollers instead of impact warheads? Actually, I'd like one each of Baby Rollers, Baby Diggers, and Baby Missiles. Thank you.
Joined: Thu Feb 05, 2004 7:09 pm Posts: 36 Location: Baltimore, MD; United States
[PDX]Ebonite² wrote:
OK, how about Death's Head that drops Rollers instead of impact warheads? Actually, I'd like one each of Baby Rollers, Baby Diggers, and Baby Missiles. Thank you.
Joined: Fri Dec 26, 2003 10:38 pm Posts: 63 Location: USA
Quote:
Maybe even a death's head that drops napalm...
Didn't you see the Napalm Mirv? Or are you just greedy? Sure i'll work on it. Those really are not to hard, just very tedious because of the new format for weapon definition's. Give me a few days because I have a lot of college classwork to do right now amongst other things.
As a note to these custom weapons. As it was explained to me in an earlier post, these are no good if you join an internet/lan server with the intent to use them. This is because the server says exactly what is and is not allowed. BUT if you implement these and then begin your own server the all players will automatically be able to use them while playing. Which means a GREAT NETWORK PARTY!!!
Any ways I can get it done within the weak (time permitting). I'll post them as I churn them out.
Yeah, I figured they would be unavailable on Multiplayer games, though, with "server defined" being the operative keyword, I might try more of the other servers out there. I just wanted to load up a custom game with 23 computer opponents and rain hell on them.
Joined: Fri Dec 26, 2003 10:38 pm Posts: 63 Location: USA
I hope you are happy. Here is the first of the Death Head family. This one is the baby missle version It is called D.H. Baby for lack of a better name and name length.
Cost, Name, and Description may be changed if desired. and any feedback/constructive criticzm is welcome. The key word being "constructive"
1<accessory type="WeaponProjectile">
2<name>D. H. Baby</name>
2<description>A projectile weapon that on
reaching its highest point releases
many Baby missile warheads. These warheads fan
out in a random direction.</description>
2<icon>dhead.bmp</icon>
2<cost>15000</cost>
2<bundlesize>1</bundlesize>
2<armslevel>4</armslevel>
2<apexcollision></apexcollision>
2<firedsound>shoot/launch.wav</firedsound>
2<projectilescale>3</projectilescale>
2<projectilemodel type="MilkShape">icbm/icbm.txt</projectilemodel>
2<collisionaction type="WeaponMirv">
3<name>D. H. Baby</name>
3<armslevel>4</armslevel>
3<nowarheads>20</nowarheads>
3<spread>true</spread>
3<aimedweapon type="WeaponProjectile">
4<name>D. H. Baby</name>
4<armslevel>4</armslevel>
4<projectilemodel type="MilkShape">icbm/icbm.txt</projectilemodel>
4<collisionaction type="WeaponExplosion">
5<name>D. H. Baby</name>
5<armslevel>4</armslevel>
5<deform>down</deform>
5<hurts>yes</hurts>
5<size>4</size>
5<explosionsound>explosions/small.wav</explosionsound>
5<explosiontexture>exp00</explosiontexture>
4</collisionaction>
3</aimedweapon>
2</collisionaction>
1</accessory>
Don't forget to back your accessories.xml file if you have not already
Joined: Wed Oct 15, 2003 4:44 am Posts: 22 Location: Georgia, USA
Is it possible to make a weapon with the existing code that is like the mirv only instead of it faning out in a vertical line, it fans out in a perfectly straight horizontal line? That would be cool for mowing down a tank and doing some extra collateral damage at the same time.
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