Help with making a weapon.
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posted on September 21st, 2009, 12:00 am
Last edited by RYDERSTORM on September 24th, 2009, 8:56 pm, edited 1 time in total.
Curently I am trying to make artillery like weapons. So I have a few questions as the BBOM is kinda vague on some things....
How do I use the "explosionsprite=" command? Im not sure where this is suposed to be placed in the odfs or if it even works. Basicly the goal im looking for with this is to fire a projectile at a target then if projectile hits the target produce an explosion using a sprite graphic. Ive added the command to ordinance files but it dosent do anything even with the other asociated command as described vaguely in wwbbom.
Any help and insights would be greatly appreciated.
How do I use the "explosionsprite=" command? Im not sure where this is suposed to be placed in the odfs or if it even works. Basicly the goal im looking for with this is to fire a projectile at a target then if projectile hits the target produce an explosion using a sprite graphic. Ive added the command to ordinance files but it dosent do anything even with the other asociated command as described vaguely in wwbbom.
Any help and insights would be greatly appreciated.
posted on September 25th, 2009, 2:24 pm
Maybe examining the existing Artillery weapons would be helpful?
posted on September 25th, 2009, 5:37 pm
I made a somewhat similar weapon, it's a little hard to explain right now. If i get a chance i'll write up a mini guide on it...
posted on September 25th, 2009, 8:52 pm
Tyler wrote:Maybe examining the existing Artillery weapons would be helpful?
I have Tyler...and I quite dont understand how they work....namely I examined the serkas quadcobalt torpedo and the dominion perimiters AT charges....and both those weapons from what I can tell use sod weapons which I was hoping to somehow avoid doing unless its the only way...
RCIX wrote:I made a somewhat similar weapon, it's a little hard to explain right now. If i get a chance i'll write up a mini guide on it...
I would greatly appreciate that RCIX...
posted on September 26th, 2009, 3:39 am
Ok i cant make a full guide right now but i can tell you this:
In addition to the standard "launcher" "artillery" classlabel combo for the weapon, you need an effect_weaponname.odf file as well as a race_weaponnamew.odf file (wave file).
reference the effect file from the ordinance (in objectname), and the wave file from the effect (in shockwave).
The wave file contains info on damage and the effect file contains info on the graphic displayed.
Hope that at least points you in the right direction.
In addition to the standard "launcher" "artillery" classlabel combo for the weapon, you need an effect_weaponname.odf file as well as a race_weaponnamew.odf file (wave file).
reference the effect file from the ordinance (in objectname), and the wave file from the effect (in shockwave).
The wave file contains info on damage and the effect file contains info on the graphic displayed.
Hope that at least points you in the right direction.
posted on September 26th, 2009, 2:45 pm
So in otherwords Im gonna have to make 4-6 odfs just to make a weapon that when impacts creates a fireball. and also gonna be sod based weapon........this stuff I allready gathered by looking at the serkas....I was hoping there be an simpler way cuz all i want to do is add an explosion graphic to a dual pules weapon when and if it impacts. Also I looked at some weapons from vanilla that use the explosionsprite= command but then when itried adding them to FO i just break the game so....
I will keep looking at it though.....damn i did not want to write 6 odfs and create sods and such just for a simple thing.......
I will keep looking at it though.....damn i did not want to write 6 odfs and create sods and such just for a simple thing.......Who is online
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