AdrianeMapMaker
9 years ago
How Can I Add More Effects for my weapon Like i Want the Strategy Center Have a Tracer and Add Sound on it ;Need An Example

And I Want to Add A RealBombEffects For My BattleShip ;Need An Example
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acidbrain
9 years ago
All the examples are in the game Adriane waiting to be discovered...:P



; Weapon.ini
Weapon StrategyCenterGun
  PrimaryDamage         = 200.0            
  PrimaryDamageRadius   = 25.0      
  ScatterRadius         = 15.0
  ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 400.0
  MinimumAttackRange = 100.0
  MinTargetPitch = 45                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 80                          ; ditto
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 150                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = StrategyCenterArtilleryShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX = FX_ArtilleryBarrage
  FireSound = StrategyCenter_ArtilleryRound
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 7000              ; time between shots, msec
  ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

; ----------------------------------------------
;Original is WeaponFX_GenericTankGunNoTracer(FireFX)
FXList WeaponFX_GenericTankGunNoTracer
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 15 
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  ParticleSystem 
    Name = TankMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankMuzzleFlare
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = TankMuzzleWave
    OrientToObject = Yes
    CreateAtGroundHeight = Yes
  End
End

; ----------------------------------------------
;And here is a tankgun with a tracer so change the FireFX = WeaponFX_GenericTankGunNoTracer
to FireFX = WeaponFX_GenericTankGun
FXList WeaponFX_GenericTankGun
  ViewShake 
    Type = NORMAL
  End
  LightPulse 
    Color = R:255 G:255 B:128 
    Radius = 25
    IncreaseTime = 0 
    DecreaseTime = 500
  End
  Tracer
    DecayAt = 0.5
    Length = 20
    Width = 0.5
    Color = R:230 G:204 B:179
  End
  ParticleSystem 
    Name = TankMuzzleFlashSmoke
    OrientToObject = Yes
    RotateY = 90
  End
  ParticleSystem 
    Name = TankMuzzleFlashFlame
    OrientToObject = Yes
    RotateY = 90
  End
End

; ----------------------------------------------

; Battleship stuff, parameters are self explanatory
;FXList.ini
; ----------------------------------------------
; weapon fx for firing the gun (but not the shells landing)
FXList WeaponFX_BattleshipBogusGun
; This is where the battleship shake needs to be set
  ViewShake 
    Type = SEVERE
  End
  ParticleSystem 
    Name = BattleshipMuzzleFlashFlame
    OrientToObject = Yes
  End
  ParticleSystem 
    Name = BattleshipMuzzleFlashSmoke
    OrientToObject = Yes
  End
  ParticleSystem
    Name = BattleshipMuzzleFlashWave
    Offset = X:0.0 Y:0.0 Z:-20.0
    OrientToObject = Yes
  End
End

; ----------------------------------------------
; weapon fx for a "shell" "landing" on the target
; @todo srj -- placeholder FX
FXList WeaponFX_BattleshipTargetExplode
  ViewShake 
    Type = SUBTLE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 15
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ParticleSystem
    Name = MortarDebris
  End
  ParticleSystem
    Name = MortarDust
  End
  Sound 
    Name = ExplosionBattleshipTarget
  End
End

; ----------------------------------------------


Greetz
Panem et kirkinses
AdrianeMapMaker
9 years ago
So Replacing the FxList is Just the Answer

Edit:Wait

The America StrategyCenter Uses The Default

So i tried to Command it to Use Mine By using The Code WeaponSet (I Rename The Default One to This = StrategyCenterTracer)

Object AmericaStrategyCenter
  WeaponSet
    Conditions           = None 
    Weapon               = PRIMARY StrategyCenterTracer
    AutoChooseSources    = PRIMARY NONE
  End

It Crash The Game
, I doono why ,need Help here.

Need the code Pls
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klingondragon
9 years ago
You need another End tag.
AdrianeMapMaker
9 years ago
Object AmericaStrategyCenter
  WeaponSet
    Conditions           = None 
    Weapon               = PRIMARY StrategyCenterTracer
    AutoChooseSources    = PRIMARY NONE
  End
 End

Like This?
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klingondragon
9 years ago
Yes, but there could be further complications.
AdrianeMapMaker
9 years ago
using a tracer is a bad idea when it comes to a StrategyCenter
....
The Canon Shell is Deleted And Cannon Drop Explosion is deleted too By The New Fx
....
Since ive Got New Knowledge .. thanks to all of you guys
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AdrianeMapMaker
9 years ago
Yet Another Problem : I found New Problem at The Weapon of The BattleShip

The Developer's used 2 Weapon And 1 Model to Fire The Weapon ;Which Kinda sucks

;The BattleBogusGun - Which Fires For The Fx
,The BattleShipTargetWeapon - For Shell Damage Fx
,The BattleshipBogusTarget - Which Used To Be Targeted By The Gun of The Battleship ; Without These The BattleshipBogustargetDamagedWeapon will wont appear (info-This is invisible object)

Did Anyone Can Upload a Weapon Mod Which Convert this into one

i actually seen this thing in one of the mods called reborn mod



Comments Use By The Developer's:😂
Weapon BattleshipBogusGun
  ; We need to have the weapon do some damage, or attacking will not occur because it's
  ; rejected as not having any kind of weapon that does damage
  PrimaryDamage = 0.00001         ; does no damage, because the gun firing is only for show, anyway...
                                  ; please DON'T adjust this value. to adjust the damage really done by battleships,
                                  ; adjust the damage values in BattleshipTargetDamagedWeapon!

Another One:

; want this object to "explode" (ie, fire BattleshipTargetDamagedWeapon)
; when targeted by the gun? change DamageAmount to zero. (normally the gun
; does a nonzero but tiny damage, due to the InvulnerableArmor we wear, so
; this weapon isn't fired... to trigger it, you must do damage under Script
; control, which ignores our armor.)

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