Posted by: AdrianeMapMaker - Thursday, January 26, 2017 11:17:41 PM
How Can I Add [b]More Effects[/b] 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[b] RealBombEffects For My BattleShip[/b] ;Need An Example
Posted by: acidbrain - Friday, January 27, 2017 2:34:24 AM
[code=plain]
; 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
; ----------------------------------------------
[/code]
Posted by: AdrianeMapMaker - Friday, January 27, 2017 7:03:54 AM
[b]So Replacing the FxList is Just the Answer
Edit:Wait[/b]
The America StrategyCenter Uses The Default
So i tried to Command it to Use Mine By using The Code [b]WeaponSet[/b] (I Rename The Default One to This = StrategyCenterTracer)
[code=cpp]Object AmericaStrategyCenter
WeaponSet
Conditions = None
Weapon = PRIMARY StrategyCenterTracer
AutoChooseSources = PRIMARY NONE
End[/code]
[b]
It Crash The Game[/b], I doono why ,need Help here.
Need the code Pls
Posted by: klingondragon - Friday, January 27, 2017 7:54:05 AM
You need anotherĀ End tag.
Posted by: AdrianeMapMaker - Friday, January 27, 2017 10:21:40 PM
Posted by: klingondragon - Saturday, January 28, 2017 7:09:34 AM
Yes, but there could be further complications.
Posted by: AdrianeMapMaker - Monday, January 30, 2017 6:13:09 AM
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
Posted by: AdrianeMapMaker - Tuesday, January 31, 2017 5:32:12 AM
[b]Yet Another Problem :[/b] I found New Problem at The Weapon of The BattleShip
[b]
The Developer's used 2 Weapon And 1 Model to Fire The Weapon ;Which Kinda sucks[/b]
;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)
[b]Did Anyone Can Upload a Weapon Mod Which Convert this into one[/b]
[b]
i actually seen this thing in one of the mods called reborn mod[/b]
Comments Use By The Developer's:[joy]
[code]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!
[/code]
[b]Another One:[/b]
[code]; 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.)[/code]