Difference between revisions of "Weapons"
m (Reverted edits by 62.231.243.137 (Talk); changed back to last version by Blackmask0) |
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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 14:57, 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:But the [HeatSeekingMissile] does not exist yet. So create it:[OldMissile]
Report=AegisAttack ;the sound of aegis missile launcher
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?
The [HeatMissileWH] also doesn't exist. So we need to create it as well:[HeatSeekingMissile]
SubjectToWalls=no ;can the walls stop it?
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?
[HeatMissileWH]
ProneDamage=100% ;% damage to deal to infantry that is prone (deployed counts as prone)
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?
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.