|
|
Line 1: |
Line 1: |
| Weapons are essential to CnC, even more than harvesting. A Weapon is a combination of Weapon-specific data, warhead, and projectile. | | Weapons are essential to CnC, even more than harvesting. A Weapon is a combination of Weapon-specific data, warhead, and projectile. |
|
| |
|
| If a weapon gets fired, the game first checks for the [[animation]] & [[sounds|sound]] set in the weapon to display them;<br> | | If a weapon gets fired, the game first checks for the [[animation]] |
| The warhead is then delivered to it's target by the projectile;<br>
| |
| On impact, the game reads the rules for the impact from the warhead, and then calculates the damage inflicted, basing on the Damage= value supplied in the weapon.
| |
| | |
| == Making new weapons (by DCoder) ==
| |
| | |
| New weapons are easy to create, as long as you know these facts:
| |
| | |
| *weapon needs to have a [[projectile]]
| |
| *weapon needs to have a [[warhead]]
| |
| *weapon needs to have a [[range]]
| |
| When a unit is ordered to fire, it moves towards the target until it is in Range=, then fires the weapon. It travels through the air (directed by the Projectile=), impacts and deals a certain % of weapon's Damage= (directed by the Warhead=).
| |
| Enough theory, let's make a new weapon, projectile and warhead to replace the Destroyer's cannon with a RA1 style missile launcher. So set [DEST] Primary=OldMissile, then create this section:<br><blockquote>
| |
| [OldMissile]<br>
| |
| Damage=60 '';how much damage points to deliver''<br>
| |
| ROF=60 '';how often (in frames) to fire''<br>
| |
| Range=8 '';how far (in cells) can the weapon fly?''<br>
| |
| Projectile=HeatSeekingMissile '';our new projectile''<br>
| |
| Warhead=HeatMissileWH '';our new warhead''<br>
| |
| Speed=25 ''; how fast does the weapon fly?''<br>
| |
| Report=AegisAttack '';the sound of aegis missile launcher''</blockquote>
| |
| | |
| But the [HeatSeekingMissile] does not exist yet. So create it:<blockquote>
| |
| [HeatSeekingMissile]<br>
| |
| High=yes '';fly in an arc (IFV missile like) instead of straight (cannon like)''<br>
| |
| Shadow=no '';don't draw shadow on the ground (the missile is too small)''<br>
| |
| AA=yes '';can it hit air targets?''<br>
| |
| AG=yes '';can it hit ground targets?''<br>
| |
| Image=MEDUSA '';this is the image that Aegis missile uses''<br>
| |
| ROT=20 '';(not zero means it can 'home in' on the target)''<br>
| |
| SubjectToCliffs=no '';can cliffs mess up the targeting (we're in the water, no cliffs here)''<br>
| |
| SubjectToElevation=no '';does the weapon get a range bonus if fired from a high place downwards?''<br>
| |
| SubjectToWalls=no '';can the walls stop it?''</blockquote>
| |
| | |
| The [HeatMissileWH] also doesn't exist. So we need to create it as well: <blockquote>
| |
| [HeatMissileWH]<br>
| |
| CellSpread=.3 '';in map cells, how far can you still feel the impact''<br>
| |
| PercentAtMax=1 '';at the edge of the area effected (determined by cellspread) this is the percent of damage done.''<br>
| |
| Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% '';(see [[armor types]] tutorial)''<br>
| |
| InfDeath=3 '';which infantry death to use when infantry is killed by this weapon?''<br>
| |
| AnimList=EXPLOSML '';what animations to play at impact point?''<br>
| |
| ProneDamage=100% '';% damage to deal to infantry that is prone (deployed counts as prone)''</blockquote>
| |
| | |
| Now, add the HeatMissileWH to the [Warheads] list. I haven't seen anything wrong when I don't put it there, but since the list exists, it can be necessary for something.
| |
| | |
| [[Category:General_Editing_Information]]
| |
| [[Category:Tutorials]]
| |
Weapons are essential to CnC, even more than harvesting. A Weapon is a combination of Weapon-specific data, warhead, and projectile.
If a weapon gets fired, the game first checks for the animation