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How to make a weapon (*)
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RaveFromHell
Medic


Joined: 09 May 2010

PostPosted: Sun Jul 18, 2010 1:40 am    Post subject:  How to make a weapon (*) Reply with quote  Mark this post and the followings unread

Aright so this is my first tutorial and I saw someone wanted to know how to make a basic weapon.

Weapons are quite easy to make, Weapons consist of three main parts all within rules.ini
1: The projectile, this part of rules.ini tells the game basically what the "bullet" or object being fired, does. Who it targets ect.ect.ect.
2: The Warhead, this tells the game what happens once the projectile reaches the target, how much damage does it do to the different armor levels(non, light, wood, heavy, concrete) based on a percentage. It also can show an animation when it hits its target, an explosion
3: The Weapon, this is what holds the projectile and the warhead together as well as what you attach to your vehicle. It states damage, rate of fire, and many MANY other flags to create a huge variety of weapons.

Here is an example of the mammoth tank's two shooter cannon

The Projectile: (this is a very simple one)
[Cannon]  <---the projectiles .ini name
Image=120MM <---What does the projectile look like?
Arcing=true <---Does it arc? (not like an artillery cannon)

The Warhead:
[AP]   <---the .ini name
Spread=3  <---how large is its shockwave? (not needed)
Wall=yes   <---is it affected by concrete walls?
Wood=yes <---is it affected by wooden walls?
Verses=25%,65%,75%,100%,60% <---what % of the weapon's damage is applied to the different armor types (see above for list)
Conventional=yes <---does it make a splash when it hits the water?
InfDeath=3   <---when it kills a soldier, what death animation do they do?
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 <--- What animation does it make when it hits? (explosions)
ProneDamage=50% <---how much damage does it do to an infantry that is prone)laying down)

The Weapon: (this basically holds the whole thing together so to speak)
[120mmx]  ;<---the weapons .ini name
Damage=50;<---Duh.
ROF=80     ;<---Rate of Fire, higher =slower, 30=1 second
Range=6.75;<---Duh.
Projectile=Cannon ;<---Projectile, tells the game what the thing being fired looks like and how it behaves
Speed=40  ;<---Duh, higher = faster
Warhead=AP ;<---Warhead, tells the game what to do once the projectile hits its target
Report=120MMX9 ;<---what sound does it make when firing?
Anim=GUNFIRE     ;<---Does it make an animation when firing?
Burst=2   ;<---how many shots does it fire successively? 1 is like a titan, 2 is like a mammoth tank, you can do some fun stuff here
Bright=yes ;<----does it make a flash when fired?
; NOTE: There are many other flags, look at them just above the weapons, projectiles, and warheads section in rules.ini



I know it might look a little wordy but just take your time and read through it, feel free to copy and paste stuff around in the rule.ini file and do some crazy stupid stuff. that's how you learn!
If you have any questions just ask!


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI 

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 18, 2010 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

That's not a bad start. Though you should add to the warhead description under point 2, that it needs to stand in the [Warheads] list to work fine.

Some other things which i would describe different
RaveFromHell wrote:
Spread=3 <---how large is its shockwave? (not needed)

Defines the decrement of damage over a certain distance. In this case every 3 leptons the damage is halved.
And yes, it is needed. If you want a sniper rifle you use a very low value, but for high explosives and fire you use high values of 64-256.
However the damage spread can't be bigger than a 3x3 area, though with a high Spread you can at least inflict the full damage on all 9 cells.

RaveFromHell wrote:
Wall=yes <---is it affected by concrete walls?
Wood=yes <---is it affected by wooden walls?

It's not the wall which affects the weapon but vice versa.
Better would be, "Can the weapon destroy walls" and "Can it destroy wooden walls and terrain objects like trees"

RaveFromHell wrote:
Range=6.75;<---Duh.

"measured in cells" would be a more useful description than "Duh" Wink

RaveFromHell wrote:
Anim=GUNFIRE ;<---Does it make an animation when firing?

add the info "You can use 8 anims to give the weapon a facing specific firinganim. Start with North anim rotating clockwise (N, NE, E, SE, S, SW, W, NW)

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