Quote:
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Wow I got lost in this topic who needs help making a dual barrel weapon?
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err, that waz me :|
Weapons.ini
Code:
Weapon MalignosLaser
PrimaryDamage = 100.0
PrimaryDamageRadius = 10.0
AttackRange = 150.0
DamageType = EXPLOSION
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 1000 ; time between shots, msec
ShotsPerBarrel = 1 ; By default, shoot one shot per barrel
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 300 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = No
AntiProjectile = No
LaserName = MalignosLaser
FireFX = WeaponFX_PaladinPointDefenseLaser
End
FactionUnit.ini
Code:
Object MalignosLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXLaser.tga
NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
InnerBeamWidth = 2.0 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:0 ;The inside color of the laser (hot)
OuterBeamWidth = 3.5 ;The total width of beam
OuterColor = R:246 G:255 B:0 A:0 ;The outside color of the laser (cool)
;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.
;@todo -- add shot ability functionality (instead of instant point A to B)
End
KindOf = IMMOBILE
ClientUpdate = LaserUpdate ModuleTag_02
MuzzleParticleSystem = PaladinPointDefenseLaserFlare
ParentFireBoneName = Muzzle01
ParentFireBoneOnTurret = Yes
End
;Used as a weapon, this is essentially a fast pulse laser. Adjusting
;the lifetime values will determine how long it renders. The damage
;is applied immediately, so lifetime doesn't matter.
Behavior = LifetimeUpdate ModuleTag_03
MinLifetime = 95 ; min lifetime in msec
MaxLifetime = 95 ; max lifetime in msec
End
End
any help would be appreciated...
o and btw, i can't seem to be able to understand the reason for making an aurora fire lasers....