Development > Artwork
First go at vehicle building
H-Hour:
Glad you got it sorted. Just a heads up: you should use .png, not .jpg. JPG often saves space, but introduces lots of ugly visual artifacts.
AntJam:
latest update .... I have finished my adv. laserrifle and adv. clip they are working in game at the moment as replacements for the existing rifle and clip so just need to work out the file alterations to make them a researchable standalone weapon
H-Hour:
Cool! Off the top of my head, here's the definitions you'll need to add the custom weapon:
--- Code: ---/* Research tech for your custom laser rifle */
tech rs_weapon_custom_laserrifle
{
type "weapon"
up_chapter equipment
description {
default "*msgid:custom_laserrifle_txt"
}
pre_description {
default "*msgid:custom_laserrifle_pre_txt"
}
mail_pre
{
from "*msgid:mail_from_paul_navarre"
to "*msgid:mail_to_base_commander"
// subject defined by "name" (which in turn is parsed from weapon*.ufo files)
icon "icons/mail_tech"
}
mail
{
from "*msgid:mail_from_paul_navarre"
to "*msgid:mail_to_base_commander"
// subject defined by "name"
icon "icons/mail_tech"
}
require_AND
{
tech rs_laser
tech rs_skill_assault
tech rs_alien_body_armour
}
provides custom_laserrifle
time 2000
producetime 50
}
/* Research tech for your custom laser ammo */
tech rs_weapon_laserammo
{
type "weapon"
up_chapter equipment
description {
default "*msgid:custom_laser_ammo_txt"
}
pre_description {
default "*msgid:custom_laser_ammo_pre_txt"
}
mail_pre
{
from "*msgid:mail_from_paul_navarre"
to "*msgid:mail_to_base_commander"
// subject defined by "name" (which in turn is parsed from weapon*.ufo files)
icon "icons/mail_tech"
}
mail
{
from "*msgid:mail_from_paul_navarre"
to "*msgid:mail_to_base_commander"
// subject defined by "name"
icon "icons/mail_tech"
}
require_AND
{
tech rs_laser
tech rs_damage_laser
tech rs_alien_body_armour
}
provides custom_laser_ammo
time 750
producetime 15
}
/* Equipment definition for custom laser rifle */
item custom_laserrifle
{
name "_Custom Laser Rifle"
model "weapons/custom_laserrifle/custom_laserrifle"
weapon true
type "rifle"
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 1"
shape "0 1 4 1"
center "4.5 0 .5"
scale 1.26
ammo 28
reload 14
reloadsound "weapons/reload-rifle"
price 2500
size 35
is_primary true
weight 2.5
}
/* Equipment definition for custom laser ammo */
item custom_laser_ammo
{
name "_Custom D-F Cartridge"
model "weapons/custom_laserrifle/custom_laserrifle_clip"
type "ammo"
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.8
price 210
size 7
is_primary true
dmgtype "laser"
weight 0.3
weapon_mod
{
weapon custom_laserrifle
firedef
{
name "_Wave Fire"
skill "assault"
projtl laserBeam
impact laserImpact
hitbody laserImpact
firesnd "weapons/laser-medium"
impsnd "impact/laser-impact"
bodysnd "impact/laser-bodyimpact"
speed 0
spread "0.8 0.8"
crouch 0.85
range 200
shots 1
ammo 2
time 8
damage "62 10"
dmgweight "laser_medium"
reaction true
}
firedef
{
name "_Pulsed Fire"
skill "assault"
projtl laserBeam
impact laserImpact
hitbody laserImpact
firesnd "weapons/laser-medium"
impsnd "impact/laser-impact"
bodysnd "impact/laser-bodyimpact"
delaybetweenshots 6
speed 0
spread "0.9 0.9"
crouch 0.85
range 200
shots 3
ammo 6
time 12
damage "62 10"
dmgweight "laser_medium"
reaction true
}
}
}
/* Research texts for custom laser rifle and ammo */
msgid custom_laserrifle_pre_txt {
text "_Enter your pre-research text here"
}
msgid custom_laserrifle_txt {
text "_Enter your post-research text here"
}
msgid custom_laser_ammo_pre_txt {
text "_Enter your pre-research text here"
}
msgid custom_laser_ammo_txt {
text "_Enter your post-research text here"
}
--- End code ---
You should be able to save this as a yourfile.ufo file, add it to your /mods/yourmod/ufos/ folder and load the mod in game. If you're still on 2.4, though, you'll have to add this file to /base/ufos/yourfile.ufo. It's possible that it won't work as one combined file, in which case the tech entries should go in base/ufos/research.ufo, the item entries in base/ufos/weapons_laser.ufo and the msgids in /base/ufos/msgids/weapons.ufo.
ShipIt:
Looks cool. I like the red->green capacity display bar at the magazine most. :)
AntJam:
thanks H-hour for that I'll get working on that.
thanks Shipit...the power bar is there so when those sneaky aliens attack your base you know that mag you grabbed from down the back of the sofa and slapped in your rifle isnt a dud ;)
I was planning to balance the Adv. Laser rifle to straddle the plasma rifle...normal fire mode slightly weaker, an 'overcharge' fire mode (increase TU and ammo cost) higher than the plasma and a Pulse mode ( 4 rounds high TU/ammo cost) with similar damage to normal mode but with a higher Random value . Not to replace the plasma weapon but to offer an extra option for larger more open maps where accuracy helps. And of course for people like me who just think the laser effects and sounds are cool :) .
Next I'm thinking of an upgraded flamethrower - Plasmathrower possibly powered by an antimatter mag.
hopefully I'll have a small weapon mod to post shortly after 2.5 gets released.
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