Weapons: Difference between revisions
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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]] | If a weapon gets fired, the game first checks for the [[animation]] & [[sounds|sound]] set in the weapon to display them;<br> | ||
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]] |
Revision as of 12:57, 15 June 2007
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 & sound set in the weapon to display them;
The warhead is then delivered to it's target by the projectile;
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:
[OldMissile]
Damage=60 ;how much damage points to deliver
ROF=60 ;how often (in frames) to fire
Range=8 ;how far (in cells) can the weapon fly?
Projectile=HeatSeekingMissile ;our new projectile
Warhead=HeatMissileWH ;our new warhead
Speed=25 ; how fast does the weapon fly?
Report=AegisAttack ;the sound of aegis missile launcher
But the [HeatSeekingMissile] does not exist yet. So create it:
[HeatSeekingMissile]
High=yes ;fly in an arc (IFV missile like) instead of straight (cannon like)
Shadow=no ;don't draw shadow on the ground (the missile is too small)
AA=yes ;can it hit air targets?
AG=yes ;can it hit ground targets?
Image=MEDUSA ;this is the image that Aegis missile uses
ROT=20 ;(not zero means it can 'home in' on the target)
SubjectToCliffs=no ;can cliffs mess up the targeting (we're in the water, no cliffs here)
SubjectToElevation=no ;does the weapon get a range bonus if fired from a high place downwards?
SubjectToWalls=no ;can the walls stop it?
The [HeatMissileWH] also doesn't exist. So we need to create it as well:
[HeatMissileWH]
CellSpread=.3 ;in map cells, how far can you still feel the impact
PercentAtMax=1 ;at the edge of the area effected (determined by cellspread) this is the percent of damage done.
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% ;(see armor types tutorial)
InfDeath=3 ;which infantry death to use when infantry is killed by this weapon?
AnimList=EXPLOSML ;what animations to play at impact point?
ProneDamage=100% ;% damage to deal to infantry that is prone (deployed counts as prone)
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.