| Bioterrorisme | |
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Auteur | Message |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Bioterrorisme Sam 08 Déc 2007, 16:27 | |
| Bonjour à tous, voici la Grenade de Bioterrorisme ! Tout d'abord comme son nom l'indique, il s'agit d'une grenade Anti-Gravité qui lors de l'Explosion attire les worms dans ou près du Trou crée par l'Explosion.Parallèlement à cela, une Colonne de gaz se forme pour laisser échapper 25 Gros tonneaux de Pétroles qui anéantiront à coup sûr les Worms attirés dans le champ de Radiation . J'ai aussi pris le temps de Modifier les Particules de façon à rendre l'Explosion plus belle, et elle infligeront d'ailleurs des Dégâts aux Worms qui entreront en contact avec elles. Arme Toxique et Destructrice donc . Dans Part.twk: - Code:
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<XDataBank id='id-0'> ..... <ContainerResources href='WXP_Explosion_OilDrum'/> ..... <XContainerResourceDetails id='WXP_Explosion_OilDrum'> ..... </XContainerResourceDetails> <EffectDetailsContainer id='WXP_Explosion_OilDrum-0'> <EffectNames>WXP_ExploDrumSmallCloud</EffectNames> <EffectNames>WXP_Explosion_SMALL_Ring</EffectNames> <EffectNames>WXP_BangTrails_SMALL</EffectNames> <EffectNames>WXP_OildrumPlume</EffectNames> <EffectNames>WXP_OilDrumPlumeRise</EffectNames> <EffectNames>WXP_OilDrumPlumeBase</EffectNames> <EffectNames>WXP_ExploDrumSparksHigh</EffectNames> <EffectNames>WXP_Explosion_Lg_Gas</EffectNames> <EffectNames>WXP_EFMVFadeOutAndIn</EffectNames> <EffectNames>WXPF_Firework3</EffectNames> </EffectDetailsContainer> Suite dans Part.twk: - Code:
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<XDataBank id='id-0'> ..... <ContainerResources href='WXP_LG_Gas_MainCloud'/> ..... <XContainerResourceDetails id='WXP_LG_Gas_MainCloud'> ..... <ParticleCollisionWormDamageMagnitude>55</ParticleCollisionWormDamageMagnitude> <ParticleCollisionWormImpulseMagnitude>0.25</ParticleCollisionWormImpulseMagnitude> <ParticleCollisionWormImpulseYMagnitude>0.125</ParticleCollisionWormImpulseYMagnitude> <ParticleCollisionWormPoisonMagnitude>30</ParticleCollisionWormPoisonMagnitude> <ParticleCollisionWormType>0</ParticleCollisionWormType> <ParticleColor r='1' g='1' b='1' /> <ParticleColor r='0' g='0' b='0' /> <ParticleColor r='0' g='0.1' b='0' /> <ParticleColor r='0' g='0.5' b='0' /> <ParticleColor r='0' g='0.3' b='0' /> Maintenant dans Weap.xml, à ajouter sous kWeaponGasCanister: - Code:
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<XDataBank id='id-0'> ..... <ContainerResources href='kWeaponGasCanister'/> <ContainerResources href='kWeaponGasCanisterElevator'/> <ContainerResources href='kWeaponGasCanisterMiddle'/> <ContainerResources href='kWeaponGasCanisterMulti'/> <ContainerResources href='kWeaponGasCanisterFuel'/> Suite dans Weap.xml: - Code:
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<ContainerResources href='kWeaponGasCanister'/> ..... <XContainerResourceDetails id='kWeaponGasCanister'> <Value href='kWeaponGasCanister-0'/> <Name>kWeaponGasCanister</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponGasCanister-0'> <IsAimedWeapon>true</IsAimedWeapon> <IsPoweredWeapon>true</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>true</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>false</IsLowGravity> <IsLaunchedFromWorm>true</IsLaunchedFromWorm> <HasAdjustableFuse>false</HasAdjustableFuse> <HasAdjustableBounce>false</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>false</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>GasCanister</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>2</Scale> <Radius>8</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>8</FuseTimerGraphicOffset> <FuseTimerScale>8</FuseTimerScale> <BasePower>0.100</BasePower> <MaxPower>0.600</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>1</OrientationOption> <SpinSpeed>0.1</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>true</DetonatesOnLandImpact> <DetonatesOnExpiry>true</DetonatesOnExpiry> <DetonatesOnObjectImpact>true</DetonatesOnObjectImpact> <DetonatesOnWormImpact>true</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>125</WormDamageMagnitude> <ImpulseMagnitude>-3.5</ImpulseMagnitude> <WormDamageRadius>300</WormDamageRadius> <LandDamageRadius>130</LandDamageRadius> <ImpulseRadius>1010</ImpulseRadius> <ImpulseOffset>-40</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0</TangentialMinBounceDamping> <ParallelMinBounceDamping>0</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0</ParallelMaxBounceDamping> <SkimsOnWater>true</SkimsOnWater> <MinSpeedForSkim>0.2</MinSpeedForSkim> <MaxAngleForSkim>-0.4</MaxAngleForSkim> <SkimDamping x='0.5' y='-0.5' z='0.5' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>1</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0.3</BombletMaxSpeed> <BombletMinSpeed>0.3</BombletMinSpeed> <BombletWeaponName>kWeaponGasCanisterElevator</BombletWeaponName> <FxLocator>gascannister</FxLocator> <ArielFx>WXP_BazookaTrailPack</ArielFx> <DetonationFx>WXP_Explosion_OilDrum</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>false</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>RocketRelease</LaunchSfx> <LoopSfx></LoopSfx> <BigJumpSfx></BigJumpSfx> <WalkSfx></WalkSfx> <TrailBitmap></TrailBitmap> <TrailLocator1></TrailLocator1> <TrailLocator2></TrailLocator2> <TrailLength>0</TrailLength> <AttachedMesh></AttachedMesh> <AttachedMeshScale>0</AttachedMeshScale> <StartsArmed>true</StartsArmed> <ArmOnImpact>false</ArmOnImpact> <ArmingCourtesyTime>0</ArmingCourtesyTime> <PreDetonationTime>0</PreDetonationTime> <ArmingRadius>0</ArmingRadius> <LifeTime>10000</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName>Text.kWeaponGasCanister</DisplayName> <WeaponGraphicsResourceID>GasCanister</WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>80</LaunchDelay> <PostLaunchDelay>500</PostLaunchDelay> <FirstPersonOffset x='1' y='-0.2' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX>WXP_ExplosionX_RingDark</HoldParticleFX> <DisplayInFirstPerson>true</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawGasgrenade</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireGasgrenade</WXAnimFire> <WXAnimHolding>HoldGasgrenade</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> </PayloadWeaponPropertiesContainer> Suite dans Weap.xml: - Code:
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<XContainerResourceDetails id='kWeaponGasCanisterElevator'> <Value href='kWeaponGasCanisterElevator-0'/> <Name>kWeaponGasCanisterElevator</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponGasCanisterElevator-0'> <IsAimedWeapon>true</IsAimedWeapon> <IsPoweredWeapon>true</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>true</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>false</IsLowGravity> <IsLaunchedFromWorm>true</IsLaunchedFromWorm> <HasAdjustableFuse>false</HasAdjustableFuse> <HasAdjustableBounce>false</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>false</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>GasCanister</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1</Scale> <Radius>4</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>8</FuseTimerGraphicOffset> <FuseTimerScale>8</FuseTimerScale> <BasePower>0.100</BasePower> <MaxPower>0.600</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>1</OrientationOption> <SpinSpeed>0.1</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>false</DetonatesOnLandImpact> <DetonatesOnExpiry>true</DetonatesOnExpiry> <DetonatesOnObjectImpact>false</DetonatesOnObjectImpact> <DetonatesOnWormImpact>false</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>100</WormDamageMagnitude> <ImpulseMagnitude>4</ImpulseMagnitude> <WormDamageRadius>300</WormDamageRadius> <LandDamageRadius>160</LandDamageRadius> <ImpulseRadius>200</ImpulseRadius> <ImpulseOffset>-40</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0</TangentialMinBounceDamping> <ParallelMinBounceDamping>0</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0</ParallelMaxBounceDamping> <SkimsOnWater>true</SkimsOnWater> <MinSpeedForSkim>0.2</MinSpeedForSkim> <MaxAngleForSkim>-0.4</MaxAngleForSkim> <SkimDamping x='0.5' y='-0.5' z='0.5' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>1</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0.3</BombletMaxSpeed> <BombletMinSpeed>0.3</BombletMinSpeed> <BombletWeaponName>kWeaponGasCanisterMiddle</BombletWeaponName> <FxLocator>gascannister</FxLocator> <ArielFx>WXP_BazookaTrailPack</ArielFx> <DetonationFx>WXP_Explosion_OilDrum</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>false</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>RocketRelease</LaunchSfx> <LoopSfx></LoopSfx> <BigJumpSfx></BigJumpSfx> <WalkSfx></WalkSfx> <TrailBitmap></TrailBitmap> <TrailLocator1></TrailLocator1> <TrailLocator2></TrailLocator2> <TrailLength>0</TrailLength> <AttachedMesh></AttachedMesh> <AttachedMeshScale></AttachedMeshScale> <StartsArmed>true</StartsArmed> <ArmOnImpact>false</ArmOnImpact> <ArmingCourtesyTime>0</ArmingCourtesyTime> <PreDetonationTime>0</PreDetonationTime> <ArmingRadius>0</ArmingRadius> <LifeTime>500</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName>Text.kWeaponGasCanister</DisplayName> <WeaponGraphicsResourceID>GasCanister</WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>80</LaunchDelay> <PostLaunchDelay>500</PostLaunchDelay> <FirstPersonOffset x='1' y='-0.2' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>true</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawGasgrenade</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireGasgrenade</WXAnimFire> <WXAnimHolding>HoldGasgrenade</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> </PayloadWeaponPropertiesContainer>
Dernière édition par le Dim 09 Déc 2007, 15:27, édité 4 fois | |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 16:37 | |
| Suite du Code dans Weap.xml: - Code:
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<XContainerResourceDetails id='kWeaponGasCanisterMiddle'> <Value href='kWeaponGasCanisterMiddle-0'/> <Name>kWeaponGasCanisterMiddle</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponGasCanisterMiddle-0'> <IsAimedWeapon>true</IsAimedWeapon> <IsPoweredWeapon>true</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>true</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>false</IsLowGravity> <IsLaunchedFromWorm>true</IsLaunchedFromWorm> <HasAdjustableFuse>false</HasAdjustableFuse> <HasAdjustableBounce>false</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>false</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>GasCanister</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1</Scale> <Radius>4</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>8</FuseTimerGraphicOffset> <FuseTimerScale>8</FuseTimerScale> <BasePower>0.100</BasePower> <MaxPower>0.600</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>1</OrientationOption> <SpinSpeed>0.1</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>false</DetonatesOnLandImpact> <DetonatesOnExpiry>true</DetonatesOnExpiry> <DetonatesOnObjectImpact>false</DetonatesOnObjectImpact> <DetonatesOnWormImpact>false</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>100</WormDamageMagnitude> <ImpulseMagnitude>-1</ImpulseMagnitude> <WormDamageRadius>400</WormDamageRadius> <LandDamageRadius>300</LandDamageRadius> <ImpulseRadius>200</ImpulseRadius> <ImpulseOffset>-40</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0</TangentialMinBounceDamping> <ParallelMinBounceDamping>0</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0</ParallelMaxBounceDamping> <SkimsOnWater>true</SkimsOnWater> <MinSpeedForSkim>0.2</MinSpeedForSkim> <MaxAngleForSkim>-0.4</MaxAngleForSkim> <SkimDamping x='0.5' y='-0.5' z='0.5' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>1</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0.3</BombletMaxSpeed> <BombletMinSpeed>0.3</BombletMinSpeed> <BombletWeaponName>kWeaponGasCanisterMulti</BombletWeaponName> <FxLocator>gascannister</FxLocator> <ArielFx>WXP_BazookaTrailPack</ArielFx> <DetonationFx>WXP_Explosion_OilDrum</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>false</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>RocketRelease</LaunchSfx> <LoopSfx></LoopSfx> <BigJumpSfx></BigJumpSfx> <WalkSfx></WalkSfx> <TrailBitmap></TrailBitmap> <TrailLocator1></TrailLocator1> <TrailLocator2></TrailLocator2> <TrailLength>0</TrailLength> <AttachedMesh></AttachedMesh> <AttachedMeshScale></AttachedMeshScale> <StartsArmed>true</StartsArmed> <ArmOnImpact>false</ArmOnImpact> <ArmingCourtesyTime>0</ArmingCourtesyTime> <PreDetonationTime>0</PreDetonationTime> <ArmingRadius>0</ArmingRadius> <LifeTime>500</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName>Text.kWeaponGasCanister</DisplayName> <WeaponGraphicsResourceID>GasCanister</WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>80</LaunchDelay> <PostLaunchDelay>500</PostLaunchDelay> <FirstPersonOffset x='1' y='-0.2' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>true</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawGasgrenade</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireGasgrenade</WXAnimFire> <WXAnimHolding>HoldGasgrenade</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> </PayloadWeaponPropertiesContainer> Suite dans Weap.xml: - Code:
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<XContainerResourceDetails id='kWeaponGasCanisterMulti'> <Value href='kWeaponGasCanisterMulti-0'/> <Name>kWeaponGasCanisterMulti</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponGasCanisterMulti-0'> <IsAimedWeapon>true</IsAimedWeapon> <IsPoweredWeapon>true</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>true</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>false</IsLowGravity> <IsLaunchedFromWorm>true</IsLaunchedFromWorm> <HasAdjustableFuse>false</HasAdjustableFuse> <HasAdjustableBounce>false</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>false</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>GasCanister</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1</Scale> <Radius>4</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>8</FuseTimerGraphicOffset> <FuseTimerScale>8</FuseTimerScale> <BasePower>0.100</BasePower> <MaxPower>0.600</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>1</OrientationOption> <SpinSpeed>0.1</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>false</DetonatesOnLandImpact> <DetonatesOnExpiry>true</DetonatesOnExpiry> <DetonatesOnObjectImpact>false</DetonatesOnObjectImpact> <DetonatesOnWormImpact>false</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>100</WormDamageMagnitude> <ImpulseMagnitude>0</ImpulseMagnitude> <WormDamageRadius>400</WormDamageRadius> <LandDamageRadius>300</LandDamageRadius> <ImpulseRadius>0</ImpulseRadius> <ImpulseOffset>-40</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0</TangentialMinBounceDamping> <ParallelMinBounceDamping>0</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0</ParallelMaxBounceDamping> <SkimsOnWater>true</SkimsOnWater> <MinSpeedForSkim>0.2</MinSpeedForSkim> <MaxAngleForSkim>-0.4</MaxAngleForSkim> <SkimDamping x='0.5' y='-0.5' z='0.5' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>25</NumBomblets> <BombletMaxConeAngle>0.4</BombletMaxConeAngle> <BombletMaxSpeed>0.3</BombletMaxSpeed> <BombletMinSpeed>0.3</BombletMinSpeed> <BombletWeaponName>kWeaponGasCanisterFuel</BombletWeaponName> <FxLocator>gascannister</FxLocator> <ArielFx>WXP_BazookaTrailPack</ArielFx> <DetonationFx>WXP_Explosion_Gas</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>false</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>RocketRelease</LaunchSfx> <LoopSfx></LoopSfx> <BigJumpSfx></BigJumpSfx> <WalkSfx></WalkSfx> <TrailBitmap></TrailBitmap> <TrailLocator1></TrailLocator1> <TrailLocator2></TrailLocator2> <TrailLength>0</TrailLength> <AttachedMesh></AttachedMesh> <AttachedMeshScale></AttachedMeshScale> <StartsArmed>true</StartsArmed> <ArmOnImpact>false</ArmOnImpact> <ArmingCourtesyTime>0</ArmingCourtesyTime> <PreDetonationTime>0</PreDetonationTime> <ArmingRadius>0</ArmingRadius> <LifeTime>500</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName>Text.kWeaponGasCanister</DisplayName> <WeaponGraphicsResourceID>GasCanister</WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>80</LaunchDelay> <PostLaunchDelay>500</PostLaunchDelay> <FirstPersonOffset x='1' y='-0.2' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>true</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawGasgrenade</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireGasgrenade</WXAnimFire> <WXAnimHolding>HoldGasgrenade</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> </PayloadWeaponPropertiesContainer> | |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 16:38 | |
| FIN dans Weap.xml: - Code:
-
<XContainerResourceDetails id='kWeaponGasCanisterFuel'> <Value href='kWeaponGasCanisterFuel-0'/> <Name>kWeaponGasCanisterFuel</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponGasCanisterFuel-0'> <IsAimedWeapon>true</IsAimedWeapon> <IsPoweredWeapon>true</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>true</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>true</IsLowGravity> <IsLaunchedFromWorm>true</IsLaunchedFromWorm> <HasAdjustableFuse>false</HasAdjustableFuse> <HasAdjustableBounce>false</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>true</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>OilDrum</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>2</Scale> <Radius>7</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>8</FuseTimerGraphicOffset> <FuseTimerScale>8</FuseTimerScale> <BasePower>0</BasePower> <MaxPower>0</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>0</OrientationOption> <SpinSpeed>0.1</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>false</DetonatesOnLandImpact> <DetonatesOnExpiry>true</DetonatesOnExpiry> <DetonatesOnObjectImpact>false</DetonatesOnObjectImpact> <DetonatesOnWormImpact>false</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>200</WormDamageMagnitude> <ImpulseMagnitude>1</ImpulseMagnitude> <WormDamageRadius>450</WormDamageRadius> <LandDamageRadius>110</LandDamageRadius> <ImpulseRadius>200</ImpulseRadius> <ImpulseOffset>-40</ImpulseOffset> <Mass>10</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0.1</TangentialMinBounceDamping> <ParallelMinBounceDamping>0.1</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0.1</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0.1</ParallelMaxBounceDamping> <SkimsOnWater>false</SkimsOnWater> <MinSpeedForSkim></MinSpeedForSkim> <MaxAngleForSkim></MaxAngleForSkim> <SkimDamping x='0' y='-0' z='0' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>1</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0.4</BombletMaxSpeed> <BombletMinSpeed>0.4</BombletMinSpeed> <BombletWeaponName>kWeaponHolyHandGrenade</BombletWeaponName> <FxLocator>gascannister</FxLocator> <ArielFx></ArielFx> <DetonationFx>WXP_Explosion_OilDrum</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>false</StopFxAtRest> <BounceSfx>GrenadeBounce</BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>Throw</LaunchSfx> <LoopSfx></LoopSfx> <BigJumpSfx></BigJumpSfx> <WalkSfx></WalkSfx> <TrailBitmap></TrailBitmap> <TrailLocator1></TrailLocator1> <TrailLocator2></TrailLocator2> <TrailLength>0</TrailLength> <AttachedMesh></AttachedMesh> <AttachedMeshScale>0</AttachedMeshScale> <StartsArmed>true</StartsArmed> <ArmOnImpact>false</ArmOnImpact> <ArmingCourtesyTime>0</ArmingCourtesyTime> <PreDetonationTime>0</PreDetonationTime> <ArmingRadius>0</ArmingRadius> <LifeTime>100000</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName>Text.kWeaponGasCanister</DisplayName> <WeaponGraphicsResourceID>GasCanister</WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>80</LaunchDelay> <PostLaunchDelay>500</PostLaunchDelay> <FirstPersonOffset x='1' y='-0.2' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>true</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawGasgrenade</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireGasgrenade</WXAnimFire> <WXAnimHolding>HoldGasgrenade</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> </PayloadWeaponPropertiesContainer> Fin du Code (Enfin) .
Dernière édition par le Sam 08 Déc 2007, 17:03, édité 1 fois | |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 16:47 | |
| Voici les Screens : [img] [/img] [img] [/img] [img] [/img] [img] [/img] [img] [/img] | |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 16:50 | |
| Voilà c'est fini , prenez garde en l'utilisant car elle est assez instable et si le Worm est attiré dans le Trou de l'Explosion il mourra à Coup sûr. De plus la Colonne de Gaz donne un retour d'Impulsion, c'est à dire que les Worms attirés dans l'Explosion seront rééjéctés dans le Sol se qui équivaut à une Chute augmentant les dégâts de 100 à 200 points Lorsque je la testais un Worm à perdu -1345 de Vie Dites vous bien que sur la dernière Image on ne voit qu'environ 15 des 25 Explosions de Barils.
Dernière édition par le Sam 08 Déc 2007, 17:29, édité 2 fois | |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 17:07 | |
| Mises à Jour:
- Ajout du Screen oublié - Correction du Code kWeaponGasCanisterFuel
.::Arme terminée::. | |
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_Kilburn Admin
Nombre de messages : 1118 Age : 33 Localisation : data\\Tweak\\ Date d'inscription : 25/05/2006
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 18:43 | |
| Pas franchement bactériologique ton arme. Ca ressemble plutôt à une arme chimique couplée avec une arme gravitationnelle. | |
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The Worm 00Y Membre
Nombre de messages : 339 Localisation : Au fond d'un trou infini !!?? Date d'inscription : 03/07/2007
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 19:52 | |
| Pas mal pas mal il va bientôt falloir que je mette mon laser pour que je puisse garder ma place de tweaker sur le site sinon ca a lair assez puissant mais juste une petite remarque si je peux me permettre et la je pense ne pas m'être trompé comme l'autre fois : Tu peux les créer tes particules au lieu de modifier les autres deja créées. Ca te permettra d'avoir les particules juste pour ton arme et qu'elle ne se présentes pas dans les actions naturelles du jeu (genre tu modifies l'explosion du baril pour la mettre pour ton arme et quand un baril normal explose, il te lache les mêmes particules que ton arme.)Simple conseil, je pense que ce ne sont pas des sottises. | |
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eat your potato Membre
Nombre de messages : 368 Localisation : cannes, le soleil Date d'inscription : 14/06/2006
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 21:53 | |
| Avec ça, t'es sûr d'avoir le trophée de l'éclateur de tonneaux. | |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Re: Bioterrorisme Sam 08 Déc 2007, 22:32 | |
| Le Truc c'est qu'en réalité ce ne sont pas de véritables Tonneaux mais un simple changement de Modèle 3D une Modification du Code de la bombe Lacrymogène qui fait que l'on a vraiment l'impression qu'il sagit de vrais Barils. Pour le Nom je vais voir. | |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Re: Bioterrorisme Dim 09 Déc 2007, 15:28 | |
| Mise à Jour: - Nom de l'Arme. - Correction du Code. | |
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╦alcon Membre
Nombre de messages : 82 Localisation : Où tu veux Date d'inscription : 18/05/2007
| Sujet: Re: Bioterrorisme Jeu 13 Déc 2007, 14:32 | |
| Rien que de voir le code,je vois le carnage que cela fait. Dommage que je ne veux pas modifier les particules car je n'y comprends que dale PS: tes liens de tes images ont bizzarement disparu car je ne vois que les balises | |
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Desert Eagle Membre
Nombre de messages : 272 Age : 31 Localisation : Rennes 35700 Date d'inscription : 18/10/2007
| Sujet: Re: Bioterrorisme Jeu 13 Déc 2007, 18:18 | |
| Elle est Puissante et normalement, lors de la Formation de la Colonne de Gaz, les Worms sont attirés au Centre de la Déflagration mais je n'avais mis que 2 Worms sur le Terrain sans quoi cela aurait été un vrai bordel dans les Screens.
Pour les Screens, je n'ai eu aucun Bug particulier mais si il faut je les réhosterai... | |
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| Sujet: Re: Bioterrorisme | |
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| Bioterrorisme | |
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