Voici l'arme qu'on peut utilisé à l'infini si on l'utilise bien:
Un mini mouton qui se transforme en Super mouton et qui, quand il explose, un nouveau mini mouton apparaît. Il suffit de re-cliquer sur le bouton de la souris, et hop un nouveau super mouton ! Quand vous voyez le chrono: 5, 4, 3, 2, 1, ne vous affoler pas, il va exploser et suffit de re-cliquer sur le bouton de la souris. Il ne peux quasiment pas mourir sauf si vous cliquer sur le bouton de la souris en plein vole et/ou qu'il tombe à l'eau.
Je n'arrive pas à mettre des images, je sais pas pour quoi
Mais vous vous imaginez 1 Super mouton qui explose et après il y en a un autre.
Effacer toute la partie du Super Mouton:de là:<XContainerResourceDetails id='kWeaponSuperSheep'>
<Value href='kWeaponSuperSheep-0'/>
<Name>kWeaponSuperSheep</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<FlyingPayloadWeaponPropertiesContainer id='kWeaponSuperSheep-0'>
...
à là</FlyingPayloadWeaponPropertiesContainer>
Remplacer (en copier/coller) ce que vous avez supprimer par ça:<XContainerResourceDetails id='kWeaponSuperSheep'>
<Value href='kWeaponSuperSheep-0'/>
<Name>kWeaponSuperSheep</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<FlyingPayloadWeaponPropertiesContainer id='kWeaponSuperSheep-0'>
<MaxPitchSpeed>0.004</MaxPitchSpeed>
<PitchAcceleration>4e-006</PitchAcceleration>
<Inertia>0.85</Inertia>
<MaxYawSpeed>0.0033</MaxYawSpeed>
<YawAcceleration>1e-006</YawAcceleration>
<MaxRollSpeed>0.005</MaxRollSpeed>
<RollAcceleration>2e-006</RollAcceleration>
<FlyingSpeed>0.5</FlyingSpeed>
<MaxWorldYawSpeed>0.0045</MaxWorldYawSpeed>
<BlendTowardsHorizontal>0.98</BlendTowardsHorizontal>
<BlendTowardsVertical>0.004</BlendTowardsVertical>
<MaxAutoRollSpeed>0.00015</MaxAutoRollSpeed>
<AutoRollAcceleration>1e-005</AutoRollAcceleration>
<AutoRollDelay>5000</AutoRollDelay>
<YawAnimSpeed>0.0025</YawAnimSpeed>
<RollAnimSpeed>0.0015</RollAnimSpeed>
<AnimYaw>FlyLR</AnimYaw>
<AnimRoll>RollLR</AnimRoll>
<FlyingGraphicsResourceID>SuperSheep</FlyingGraphicsResourceID>
<FlyingLaunchSfx></FlyingLaunchSfx>
<FlyingLoopSfx></FlyingLoopSfx>
<AnimFly>Fly</AnimFly>
<AnimFall>Struggle</AnimFall>
<SmallJumpHorizontalSpeed>0.07</SmallJumpHorizontalSpeed>
<SmallJumpMinVerticalSpeed>0.06</SmallJumpMinVerticalSpeed>
<SmallJumpMaxVerticalSpeed>0.08</SmallJumpMaxVerticalSpeed>
<BigJumpHorizontalSpeed>0.1</BigJumpHorizontalSpeed>
<BigJumpMinVerticalSpeed>0.17</BigJumpMinVerticalSpeed>
<BigJumpMaxVerticalSpeed>0.22</BigJumpMaxVerticalSpeed>
<MaxDrop>80</MaxDrop>
<ReturnProbability>0.04</ReturnProbability>
<MinTimeForSafeJump>100</MinTimeForSafeJump>
<IsAimedWeapon>false</IsAimedWeapon>
<IsPoweredWeapon>false</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>true</IsAffectedByGravity>
<IsAffectedByWind>false</IsAffectedByWind>
<EndTurnImmediate>true</EndTurnImmediate>
<ColliderFlags>128</ColliderFlags>
<CameraId>SheepChaseCamera</CameraId>
<PayloadGraphicsResourceID>Sheep</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>0.25</Scale>
<Radius>2</Radius>
<AnimTravel></AnimTravel>
<AnimSmallJump>Run</AnimSmallJump>
<AnimBigJump>Jump</AnimBigJump>
<AnimArm></AnimArm>
<AnimSplashdown>Run2Sink</AnimSplashdown>
<AnimSink>Sink</AnimSink>
<AnimIntermediate></AnimIntermediate>
<AnimImpact></AnimImpact>
<DirectionBlend>0.01</DirectionBlend>
<FuseTimerGraphicOffset>7</FuseTimerGraphicOffset>
<FuseTimerScale>8</FuseTimerScale>
<BasePower>0.1</BasePower>
<MaxPower>0</MaxPower>
<MinTerminalVelocity>0</MinTerminalVelocity>
<MaxTerminalVelocity>0</MaxTerminalVelocity>
<LogicalLaunchZOffset>5</LogicalLaunchZOffset>
<LogicalLaunchYOffset>0</LogicalLaunchYOffset>
<OrientationOption>2</OrientationOption>
<SpinSpeed>0</SpinSpeed>
<InterPayloadDelay>0</InterPayloadDelay>
<MinAimAngle>-1.57</MinAimAngle>
<MaxAimAngle>1.57</MaxAimAngle>
<DetonatesOnLandImpact>true</DetonatesOnLandImpact>
<DetonatesOnExpiry>true</DetonatesOnExpiry>
<DetonatesOnObjectImpact>false</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>true</DetonatesOnWormImpact>
<DetonatesAtRest>false</DetonatesAtRest>
<DetonatesOnFirePress>false</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>
<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>25</WormDamageMagnitude>
<ImpulseMagnitude>0.25</ImpulseMagnitude>
<WormDamageRadius>100</WormDamageRadius>
<LandDamageRadius>125</LandDamageRadius>
<ImpulseRadius>140</ImpulseRadius>
<ImpulseOffset>-45</ImpulseOffset>
<Mass>0</Mass>
<WormImpactDamage>1</WormImpactDamage>
<MaxPowerUp>0</MaxPowerUp>
<TangentialMinBounceDamping>0</TangentialMinBounceDamping>
<ParallelMinBounceDamping>0</ParallelMinBounceDamping>
<TangentialMaxBounceDamping>0</TangentialMaxBounceDamping>
<ParallelMaxBounceDamping>0</ParallelMaxBounceDamping>
<SkimsOnWater>false</SkimsOnWater>
<MinSpeedForSkim>0</MinSpeedForSkim>
<MaxAngleForSkim>0</MaxAngleForSkim>
<SkimDamping x='0' y='0' z='0' />
<SinkDepth>8</SinkDepth>
<NumStrikeBombs>0</NumStrikeBombs>
<NumBomblets>1</NumBomblets>
<BombletMaxConeAngle>0.10</BombletMaxConeAngle>
<BombletMaxSpeed>0.10</BombletMaxSpeed>
<BombletMinSpeed>0.15</BombletMinSpeed>
<BombletWeaponName>kWeaponSuperSheep</BombletWeaponName>
<FxLocator>BubbleSpawn</FxLocator>
<ArielFx></ArielFx>
<DetonationFx>WXP_Explosion_Sheep</DetonationFx>
<DetonationSfx>ExplosionWithSheep</DetonationSfx>
<ExpiryFx></ExpiryFx>
<SplashFx>WXP_WaterSplash</SplashFx>
<SplishFx>WXP_WaterSmallSplash</SplishFx>
<SinkingFx>WXP_UnderWaterBubbles</SinkingFx>
<BounceFx></BounceFx>
<StopFxAtRest>true</StopFxAtRest>
<BounceSfx></BounceSfx>
<PreDetonationSfx></PreDetonationSfx>
<ArmSfx1Shot></ArmSfx1Shot>
<ArmSfxLoop></ArmSfxLoop>
<LaunchSfx></LaunchSfx>
<LoopSfx></LoopSfx>
<BigJumpSfx>SheepBaa</BigJumpSfx>
<WalkSfx></WalkSfx>
<TrailBitmap></TrailBitmap>
<TrailLocator1>Trail1</TrailLocator1>
<TrailLocator2>Trail2</TrailLocator2>
<TrailLength>30</TrailLength>
<AttachedMesh></AttachedMesh>
<AttachedMeshScale>0</AttachedMeshScale>
<StartsArmed>true</StartsArmed>
<ArmOnImpact>false</ArmOnImpact>
<ArmingCourtesyTime>0</ArmingCourtesyTime>
<PreDetonationTime>0</PreDetonationTime>
<ArmingRadius>0</ArmingRadius>
<LifeTime>25000</LifeTime>
<IsFuseDisplayed>true</IsFuseDisplayed>
<DisplayName>Text.kWeaponSuperSheep</DisplayName>
<WeaponGraphicsResourceID>Sheep</WeaponGraphicsResourceID>
<WeaponType>8</WeaponType>
<DefaultPreference>0</DefaultPreference>
<CurrentPreference>0</CurrentPreference>
<LaunchDelay>0</LaunchDelay>
<PostLaunchDelay>0</PostLaunchDelay>
<FirstPersonOffset x='0' y='1' z='-0.5' />
<FirstPersonScale x='0' y='0' z='0' />
<FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect>
<HoldParticleFX></HoldParticleFX>
<DisplayInFirstPerson>false</DisplayInFirstPerson>
<CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving>
<RumbleLight>150</RumbleLight>
<RumbleHeavy>0</RumbleHeavy>
<CanBeUsedWhenTailNailed>false</CanBeUsedWhenTailNailed>
<RetreatTimeOverride>-1</RetreatTimeOverride>
<WXAnimDraw>DrawSheep</WXAnimDraw>
<WXAnimAim></WXAnimAim>
<WXAnimFire>FireSheep</WXAnimFire>
<WXAnimHolding>HoldSheep</WXAnimHolding>
<WXAnimEndFire></WXAnimEndFire>
<WXAnimTaunt>TauntSheep</WXAnimTaunt>
<WXAnimTargetSelected></WXAnimTargetSelected>
</FlyingPayloadWeaponPropertiesContainer>
Voilà, normalement vous devrez avoir des Minis Supers Moutons à l'infini !
PS: Le mini Mouton reprend sa taille de moutons après avoir décoller.
Si vous avez une idée pour qu'il reste tout le temps en "mini" dites le moi !