worma Membre
Nombre de messages : 53 Age : 26 Localisation : au bout d'une corde/dans un ravin/dans une twin tower le jour du 11 septembre 2001 Date d'inscription : 30/10/2010
| Sujet: grenade a fragmentation optimisée Mer 12 Jan 2011, 17:26 | |
| voici la version 2 de la grenade a fragmentation : en plus d'une pluie supplémentaire de fragmentations plus jolies, elle libère une tornade de sable a la première explosion, des fantômes a la deuxième et un pluie d'éclair a la troisième. jugez vous même : - Spoiler:
bon, v'la les codes (WeapTwk.xml) (a modifier) : - Code:
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... <XContainerResourceDetails id='kWeaponClusterGrenade'> ... <BombletWeaponName>kWeaponfragmentation1</BombletWeaponName> ... <DetonationFx>WXPA_TornadoTwister1</DetonationFx> ... weaptwk.xml (a rajouter) - Code:
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... <ContainerResources href='kWeaponfragmentation1'/> <ContainerResources href='kWeaponfragmentation2'/> ... <XContainerResourceDetails id='kWeaponfragmentation1'> <Value href='kWeaponfragmentation1-0'/> <Name>kWeaponfragmentation1</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponfragmentation1-0'> <IsAimedWeapon>false</IsAimedWeapon> <IsPoweredWeapon>false</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>false</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>false</IsLowGravity> <IsLaunchedFromWorm>false</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>Factory.Proj.RazorBall</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1</Scale> <Radius>4</Radius> <AnimTravel>spin</AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>10</FuseTimerGraphicOffset> <FuseTimerScale>0</FuseTimerScale> <BasePower>0</BasePower> <MaxPower>0</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>0</OrientationOption> <SpinSpeed>0</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>false</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>15</WormDamageMagnitude> <ImpulseMagnitude>0.075</ImpulseMagnitude> <WormDamageRadius>40</WormDamageRadius> <LandDamageRadius>25</LandDamageRadius> <ImpulseRadius>80</ImpulseRadius> <ImpulseOffset>-20</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</MinSpeedForSkim> <MaxAngleForSkim>0</MaxAngleForSkim> <SkimDamping x='0' y='0' z='0' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>5</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0</BombletMaxSpeed> <BombletMinSpeed>0</BombletMinSpeed> <BombletWeaponName>kWeaponfragmentation2</BombletWeaponName> <FxLocator>cluster</FxLocator> <ArielFx></ArielFx> <DetonationFx>WXPA_WormGhost1</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>true</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx></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>1000</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName></DisplayName> <WeaponGraphicsResourceID></WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>0</LaunchDelay> <PostLaunchDelay>0</PostLaunchDelay> <FirstPersonOffset x='0' y='0' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>false</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawCluster</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireCluster</WXAnimFire> <WXAnimHolding>HoldCluster</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> </PayloadWeaponPropertiesContainer>
<XContainerResourceDetails id='kWeaponfragmentation2'> <Value href='kWeaponfragmentation2-0'/> <Name>kWeaponfragmentation2</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponfragmentation2-0'> <IsAimedWeapon>false</IsAimedWeapon> <IsPoweredWeapon>false</IsPoweredWeapon> <IsTargetingWeapon>false</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>false</IsBomberWeapon> <IsDirectionalWeapon>false</IsDirectionalWeapon> <IsHoming>false</IsHoming> <IsLowGravity>false</IsLowGravity> <IsLaunchedFromWorm>false</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>Factory.Proj.RazorBall</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1</Scale> <Radius>4</Radius> <AnimTravel>spin</AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>10</FuseTimerGraphicOffset> <FuseTimerScale>0</FuseTimerScale> <BasePower>0</BasePower> <MaxPower>0</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>0</LogicalLaunchZOffset> <LogicalLaunchYOffset>0</LogicalLaunchYOffset> <OrientationOption>0</OrientationOption> <SpinSpeed>0</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>false</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>15</WormDamageMagnitude> <ImpulseMagnitude>0.075</ImpulseMagnitude> <WormDamageRadius>40</WormDamageRadius> <LandDamageRadius>25</LandDamageRadius> <ImpulseRadius>80</ImpulseRadius> <ImpulseOffset>-20</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</MinSpeedForSkim> <MaxAngleForSkim>0</MaxAngleForSkim> <SkimDamping x='0' y='0' z='0' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>0</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0</BombletMaxSpeed> <BombletMinSpeed>0</BombletMinSpeed> <BombletWeaponName></BombletWeaponName> <FxLocator>cluster</FxLocator> <ArielFx></ArielFx> <DetonationFx>WXPA_TowerCloudLightning1</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Poof_VFast</BounceFx> <StopFxAtRest>true</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx></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>1000</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName></DisplayName> <WeaponGraphicsResourceID></WeaponGraphicsResourceID> <WeaponType>4</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>0</LaunchDelay> <PostLaunchDelay>0</PostLaunchDelay> <FirstPersonOffset x='0' y='0' z='0' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>false</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving> <RumbleLight>10</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>-1</RetreatTimeOverride> <WXAnimDraw>DrawCluster</WXAnimDraw> <WXAnimAim>AimGrenade</WXAnimAim> <WXAnimFire>FireCluster</WXAnimFire> <WXAnimHolding>HoldCluster</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntThrown</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> </PayloadWeaponPropertiesContainer> parttwk.xml a rajouter: - Code:
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<ContainerResources href='WXPA_TornadoTwister1'/> <ContainerResources href='WXPA_WormGhost1'/> <ContainerResources href='WXPA_TowerCloudLightning1'/> ... <XContainerResourceDetails id='WXPA_TornadoTwister1'> <Value href='WXPA_TornadoTwister1-0'/> <Name>WXPA_TornadoTwister1</Name> <Flags>81</Flags> </XContainerResourceDetails> <ParticleEmitterContainer id='WXPA_TornadoTwister1-0'> <Comment></Comment> <EmitterType>0</EmitterType> <SpriteSet></SpriteSet> <MeshSet>Particle.WXPMesh32</MeshSet> <MeshAnimNodeName>LOOP:WXM_DefSource</MeshAnimNodeName> <EmitterAcceleration x='0' y='0' z='0' /> <EmitterAccelerationRandomise x='0' y='0' z='0' /> <EmitterIsAttachedToLand>false</EmitterIsAttachedToLand> <EmitterIsOfInterest>false</EmitterIsOfInterest> <EmitterIsLaunchedFromWeapon>false</EmitterIsLaunchedFromWeapon> <EmitterLifeTime>1</EmitterLifeTime> <EmitterLifeTimeRandomise>0</EmitterLifeTimeRandomise> <EmitterMaxParticles>1</EmitterMaxParticles> <EmitterNumCollide>0</EmitterNumCollide> <EmitterNumSpawn>1</EmitterNumSpawn> <EmitterNumSpawnRadnomise>0</EmitterNumSpawnRadnomise> <EmitterOriginOffset x='0' y='0' z='0' /> <EmitterOriginRandomise x='0' y='0' z='0' /> <EmitterParticleExpireFX></EmitterParticleExpireFX> <EmitterParticleFX></EmitterParticleFX> <EmitterSameDirectionAsWorm>false</EmitterSameDirectionAsWorm> <EmitterSoundFX></EmitterSoundFX> <EmitterSoundFXVolume>1</EmitterSoundFXVolume> <EmitterSpawnFreq>1</EmitterSpawnFreq> <EmitterSpawnFreqRansomise>0</EmitterSpawnFreqRansomise> <EmitterSpawnSizeVelocity x='0' y='0' /> <EmitterStartDelay>0</EmitterStartDelay> <EmitterVelocity x='0' y='0' z='0' /> <EmitterVelocityRandomise x='0' y='0' z='0' /> <ParticleAcceleration x='0' y='0' z='0' /> <ParticleAccelerationRandomise x='0' y='0' z='0' /> <ParticleAlpha>1</ParticleAlpha> <ParticleAlphaFadeIn>0</ParticleAlphaFadeIn> <ParticleAlphaVelocity>0</ParticleAlphaVelocity> <ParticleAlphaVelocityDelay>0</ParticleAlphaVelocityDelay> <ParticleAlternateAccelerationN>0</ParticleAlternateAccelerationN> <ParticleAlternateAccelerationS>0</ParticleAlternateAccelerationS> <ParticleAnimationFrame>0</ParticleAnimationFrame> <ParticleAnimationFrameRandomise>0</ParticleAnimationFrameRandomise> <ParticleAnimationSpeed>0</ParticleAnimationSpeed> <ParticleAnimationSpeedRandomize>0</ParticleAnimationSpeedRandomize> <ParticleAttractor x='0' y='0' z='0' /> <ParticleAttractorRandomise x='0' y='0' z='0' /> <ParticleAttractorIsActive>false</ParticleAttractorIsActive> <ParticleCanEnterWater>false</ParticleCanEnterWater> <ParticleCollisionFreq>0</ParticleCollisionFreq> <ParticleCollisionImmuneTime>0</ParticleCollisionImmuneTime> <ParticleCollisionMinAlpha>0</ParticleCollisionMinAlpha> <ParticleCollisonRadius>0</ParticleCollisonRadius> <ParticleCollisonRadiusOffset x='0' y='0' z='0' /> <ParticleCollisonRadiusVelocity>0</ParticleCollisonRadiusVelocity> <ParticleCollisionShowDebug>false</ParticleCollisionShowDebug> <ParticleCollisionWormDamageMagnitude>0</ParticleCollisionWormDamageMagnitude> <ParticleCollisionWormImpulseMagnitude>0</ParticleCollisionWormImpulseMagnitude> <ParticleCollisionWormImpulseYMagnitude>0</ParticleCollisionWormImpulseYMagnitude> <ParticleCollisionWormPoisonMagnitude>0</ParticleCollisionWormPoisonMagnitude> <ParticleCollisionWormType>0</ParticleCollisionWormType> <ParticleExpireShake>false</ParticleExpireShake> <ParticleExpireShakeLength>0</ParticleExpireShakeLength> <ParticleExpireShakeMagnitude>0</ParticleExpireShakeMagnitude> <ParticleIsAlternateAcceleration>false</ParticleIsAlternateAcceleration> <ParticleIsEffectedByWind>false</ParticleIsEffectedByWind> <ParticleIsSpiral>false</ParticleIsSpiral> <ParticleIsUnderWaterEffect>false</ParticleIsUnderWaterEffect> <ParticleLandCollideType>1</ParticleLandCollideType> <ParticleLife>60000</ParticleLife> <ParticleLifeRandomise>0</ParticleLifeRandomise> <ParticleMass>0</ParticleMass> <ParticleNumColors>0</ParticleNumColors> <ParticleNumFrames>0</ParticleNumFrames> <ParticleOrientation x='0' y='0' z='0' /> <ParticleOrientationRandomise x='0' y='0' z='0' /> <ParticleOrientationVelocity x='0' y='0' z='0' /> <ParticleOrientationVelocityRandomise x='0' y='0' z='0' /> <ParticleSize x='30' y='30' /> <ParticleSizeOriginIsCenterPoint>false</ParticleSizeOriginIsCenterPoint> <ParticleSizeRandomise>0</ParticleSizeRandomise> <ParticleSizeVelocity x='1' y='1' /> <ParticleSizeVelocityRandomise x='0' y='0' /> <ParticleSizeVelocityDelay>0</ParticleSizeVelocityDelay> <ParticleSizeVelocityDelayRandomise>0</ParticleSizeVelocityDelayRandomise> <ParticleFinalSizeScale x='1' y='1' /> <ParticleFinalSizeScaleRandomise>0</ParticleFinalSizeScaleRandomise> <ParticleSizeFadeIn>0</ParticleSizeFadeIn> <ParticleSizeFadeInRandomize>0</ParticleSizeFadeInRandomize> <ParticleSizeFadeInDelay>0</ParticleSizeFadeInDelay> <ParticleSizeFadeInDelayRandomize>0</ParticleSizeFadeInDelayRandomize> <ParticleRenderScene>0</ParticleRenderScene> <ParticleSpiralRadius>0</ParticleSpiralRadius> <ParticleSpiralRadiusRandomise>0</ParticleSpiralRadiusRandomise> <ParticleSpiralRadiusVelocity>0</ParticleSpiralRadiusVelocity> <ParticleSpiralRadiusVelocityRandomise>0</ParticleSpiralRadiusVelocityRandomise> <ParticleSpiralRadiusSizeVelocity>0</ParticleSpiralRadiusSizeVelocity> <ParticleVelocity x='0' y='0' z='0' /> <ParticleVelocityRandomise x='0' y='0' z='0' /> <ParticleVelocityIsNormalised>false</ParticleVelocityIsNormalised> </ParticleEmitterContainer>
<XContainerResourceDetails id='WXPA_WormGhost1'> <Value href='WXPA_WormGhost1-0'/> <Name>WXPA_WormGhost1</Name> <Flags>81</Flags> </XContainerResourceDetails> <ParticleEmitterContainer id='WXPA_WormGhost1-0'> <Comment></Comment> <EmitterType>0</EmitterType> <SpriteSet></SpriteSet> <MeshSet>Particle.WXPMesh34</MeshSet> <MeshAnimNodeName>LOOP:CMover+LOOP:CBody</MeshAnimNodeName> <EmitterAcceleration x='0' y='0' z='0' /> <EmitterAccelerationRandomise x='0' y='0' z='0' /> <EmitterIsAttachedToLand>false</EmitterIsAttachedToLand> <EmitterIsOfInterest>false</EmitterIsOfInterest> <EmitterIsLaunchedFromWeapon>false</EmitterIsLaunchedFromWeapon> <EmitterLifeTime>60000</EmitterLifeTime> <EmitterLifeTimeRandomise>0</EmitterLifeTimeRandomise> <EmitterMaxParticles>1</EmitterMaxParticles> <EmitterNumCollide>0</EmitterNumCollide> <EmitterNumSpawn>1</EmitterNumSpawn> <EmitterNumSpawnRadnomise>0</EmitterNumSpawnRadnomise> <EmitterOriginOffset x='0' y='6' z='0' /> <EmitterOriginRandomise x='8' y='8' z='8' /> <EmitterParticleExpireFX></EmitterParticleExpireFX> <EmitterParticleFX></EmitterParticleFX> <EmitterSameDirectionAsWorm>false</EmitterSameDirectionAsWorm> <EmitterSoundFX></EmitterSoundFX> <EmitterSoundFXVolume>1</EmitterSoundFXVolume> <EmitterSpawnFreq>300</EmitterSpawnFreq> <EmitterSpawnFreqRansomise>300</EmitterSpawnFreqRansomise> <EmitterSpawnSizeVelocity x='0' y='0' /> <EmitterStartDelay>0</EmitterStartDelay> <EmitterVelocity x='0' y='0' z='0' /> <EmitterVelocityRandomise x='0' y='0' z='0' /> <ParticleAcceleration x='0' y='0' z='0' /> <ParticleAccelerationRandomise x='0' y='0' z='0' /> <ParticleAlpha>1</ParticleAlpha> <ParticleAlphaFadeIn>0</ParticleAlphaFadeIn> <ParticleAlphaVelocity>0</ParticleAlphaVelocity> <ParticleAlphaVelocityDelay>0</ParticleAlphaVelocityDelay> <ParticleAlternateAccelerationN>0</ParticleAlternateAccelerationN> <ParticleAlternateAccelerationS>0</ParticleAlternateAccelerationS> <ParticleAnimationFrame>0</ParticleAnimationFrame> <ParticleAnimationFrameRandomise>0</ParticleAnimationFrameRandomise> <ParticleAnimationSpeed>0</ParticleAnimationSpeed> <ParticleAnimationSpeedRandomize>0</ParticleAnimationSpeedRandomize> <ParticleAttractor x='0' y='0' z='0' /> <ParticleAttractorRandomise x='0' y='0' z='0' /> <ParticleAttractorIsActive>false</ParticleAttractorIsActive> <ParticleCanEnterWater>false</ParticleCanEnterWater> <ParticleCollisionFreq>0</ParticleCollisionFreq> <ParticleCollisionImmuneTime>0</ParticleCollisionImmuneTime> <ParticleCollisionMinAlpha>0</ParticleCollisionMinAlpha> <ParticleCollisonRadius>0</ParticleCollisonRadius> <ParticleCollisonRadiusOffset x='0' y='0' z='0' /> <ParticleCollisonRadiusVelocity>0</ParticleCollisonRadiusVelocity> <ParticleCollisionShowDebug>false</ParticleCollisionShowDebug> <ParticleCollisionWormDamageMagnitude>0</ParticleCollisionWormDamageMagnitude> <ParticleCollisionWormImpulseMagnitude>0</ParticleCollisionWormImpulseMagnitude> <ParticleCollisionWormImpulseYMagnitude>0</ParticleCollisionWormImpulseYMagnitude> <ParticleCollisionWormPoisonMagnitude>0</ParticleCollisionWormPoisonMagnitude> <ParticleCollisionWormType>0</ParticleCollisionWormType> <ParticleExpireShake>false</ParticleExpireShake> <ParticleExpireShakeLength>0</ParticleExpireShakeLength> <ParticleExpireShakeMagnitude>0</ParticleExpireShakeMagnitude> <ParticleIsAlternateAcceleration>false</ParticleIsAlternateAcceleration> <ParticleIsEffectedByWind>false</ParticleIsEffectedByWind> <ParticleIsSpiral>false</ParticleIsSpiral> <ParticleIsUnderWaterEffect>false</ParticleIsUnderWaterEffect> <ParticleLandCollideType>1</ParticleLandCollideType> <ParticleLife>60000</ParticleLife> <ParticleLifeRandomise>0</ParticleLifeRandomise> <ParticleMass>0</ParticleMass> <ParticleNumColors>0</ParticleNumColors> <ParticleNumFrames>0</ParticleNumFrames> <ParticleOrientation x='0' y='0' z='0' /> <ParticleOrientationRandomise x='0' y='0' z='0' /> <ParticleOrientationVelocity x='0' y='0' z='0' /> <ParticleOrientationVelocityRandomise x='0' y='0' z='0' /> <ParticleSize x='1' y='1' /> <ParticleSizeOriginIsCenterPoint>false</ParticleSizeOriginIsCenterPoint> <ParticleSizeRandomise>0</ParticleSizeRandomise> <ParticleSizeVelocity x='1' y='1' /> <ParticleSizeVelocityRandomise x='0' y='0' /> <ParticleSizeVelocityDelay>0</ParticleSizeVelocityDelay> <ParticleSizeVelocityDelayRandomise>0</ParticleSizeVelocityDelayRandomise> <ParticleFinalSizeScale x='1' y='1' /> <ParticleFinalSizeScaleRandomise>0</ParticleFinalSizeScaleRandomise> <ParticleSizeFadeIn>0</ParticleSizeFadeIn> <ParticleSizeFadeInRandomize>0</ParticleSizeFadeInRandomize> <ParticleSizeFadeInDelay>0</ParticleSizeFadeInDelay> <ParticleSizeFadeInDelayRandomize>0</ParticleSizeFadeInDelayRandomize> <ParticleRenderScene>0</ParticleRenderScene> <ParticleSpiralRadius>0</ParticleSpiralRadius> <ParticleSpiralRadiusRandomise>0</ParticleSpiralRadiusRandomise> <ParticleSpiralRadiusVelocity>0</ParticleSpiralRadiusVelocity> <ParticleSpiralRadiusVelocityRandomise>0</ParticleSpiralRadiusVelocityRandomise> <ParticleSpiralRadiusSizeVelocity>0</ParticleSpiralRadiusSizeVelocity> <ParticleVelocity x='0' y='0' z='0' /> <ParticleVelocityRandomise x='0' y='0' z='0' /> <ParticleVelocityIsNormalised>false</ParticleVelocityIsNormalised> </ParticleEmitterContainer>
<XContainerResourceDetails id='WXPA_TowerCloudLightning1'> <Value href='WXPA_TowerCloudLightning1-0'/> <Name>WXPA_TowerCloudLightning1</Name> <Flags>81</Flags> </XContainerResourceDetails> <ParticleEmitterContainer id='WXPA_TowerCloudLightning1-0'> <Comment></Comment> <EmitterType>0</EmitterType> <SpriteSet>Particle.WXSprite1</SpriteSet> <MeshAnimNodeName></MeshAnimNodeName> <EmitterAcceleration x='0' y='0' z='0' /> <EmitterAccelerationRandomise x='0' y='0' z='0' /> <EmitterIsAttachedToLand>false</EmitterIsAttachedToLand> <EmitterIsOfInterest>false</EmitterIsOfInterest> <EmitterIsLaunchedFromWeapon>false</EmitterIsLaunchedFromWeapon> <EmitterLifeTime>60000</EmitterLifeTime> <EmitterLifeTimeRandomise>0</EmitterLifeTimeRandomise> <EmitterMaxParticles>2</EmitterMaxParticles> <EmitterNumCollide>0</EmitterNumCollide> <EmitterNumSpawn>1</EmitterNumSpawn> <EmitterNumSpawnRadnomise>0</EmitterNumSpawnRadnomise> <EmitterOriginOffset x='0' y='400' z='0' /> <EmitterOriginRandomise x='100' y='0' z='100' /> <EmitterParticleExpireFX></EmitterParticleExpireFX> <EmitterParticleFX>WXPL_MeshLightning</EmitterParticleFX> <EmitterSameDirectionAsWorm>false</EmitterSameDirectionAsWorm> <EmitterSoundFX></EmitterSoundFX> <EmitterSoundFXVolume>1</EmitterSoundFXVolume> <EmitterSpawnFreq>1500</EmitterSpawnFreq> <EmitterSpawnFreqRansomise>3000</EmitterSpawnFreqRansomise> <EmitterSpawnSizeVelocity x='0' y='0' /> <EmitterStartDelay>5000</EmitterStartDelay> <EmitterVelocity x='0' y='0' z='0' /> <EmitterVelocityRandomise x='0' y='0' z='0' /> <ParticleAcceleration x='0' y='0' z='0' /> <ParticleAccelerationRandomise x='0' y='0' z='0' /> <ParticleAlpha>1</ParticleAlpha> <ParticleAlphaFadeIn>0</ParticleAlphaFadeIn> <ParticleAlphaVelocity>0</ParticleAlphaVelocity> <ParticleAlphaVelocityDelay>0</ParticleAlphaVelocityDelay> <ParticleAlternateAccelerationN>0</ParticleAlternateAccelerationN> <ParticleAlternateAccelerationS>0</ParticleAlternateAccelerationS> <ParticleAnimationFrame>0</ParticleAnimationFrame> <ParticleAnimationFrameRandomise>0</ParticleAnimationFrameRandomise> <ParticleAnimationSpeed>0</ParticleAnimationSpeed> <ParticleAnimationSpeedRandomize>0</ParticleAnimationSpeedRandomize> <ParticleAttractor x='0' y='0' z='0' /> <ParticleAttractorRandomise x='0' y='0' z='0' /> <ParticleAttractorIsActive>false</ParticleAttractorIsActive> <ParticleCanEnterWater>false</ParticleCanEnterWater> <ParticleCollisionFreq>0</ParticleCollisionFreq> <ParticleCollisionImmuneTime>0</ParticleCollisionImmuneTime> <ParticleCollisionMinAlpha>0</ParticleCollisionMinAlpha> <ParticleCollisonRadius>1</ParticleCollisonRadius> <ParticleCollisonRadiusOffset x='0' y='0' z='0' /> <ParticleCollisonRadiusVelocity>0.0015</ParticleCollisonRadiusVelocity> <ParticleCollisionShowDebug>false</ParticleCollisionShowDebug> <ParticleCollisionWormDamageMagnitude>255</ParticleCollisionWormDamageMagnitude> <ParticleCollisionWormImpulseMagnitude>0</ParticleCollisionWormImpulseMagnitude> <ParticleCollisionWormImpulseYMagnitude>0</ParticleCollisionWormImpulseYMagnitude> <ParticleCollisionWormPoisonMagnitude>0</ParticleCollisionWormPoisonMagnitude> <ParticleCollisionWormType>1</ParticleCollisionWormType> <ParticleColor r='1' g='1' b='1' /> <ParticleColorBand>0.1</ParticleColorBand> <ParticleExpireShake>false</ParticleExpireShake> <ParticleExpireShakeLength>0</ParticleExpireShakeLength> <ParticleExpireShakeMagnitude>0</ParticleExpireShakeMagnitude> <ParticleIsAlternateAcceleration>false</ParticleIsAlternateAcceleration> <ParticleIsEffectedByWind>false</ParticleIsEffectedByWind> <ParticleIsSpiral>false</ParticleIsSpiral> <ParticleIsUnderWaterEffect>false</ParticleIsUnderWaterEffect> <ParticleLandCollideType>0</ParticleLandCollideType> <ParticleLife>700</ParticleLife> <ParticleLifeRandomise>0</ParticleLifeRandomise> <ParticleMass>0</ParticleMass> <ParticleNumColors>1</ParticleNumColors> <ParticleNumFrames>0</ParticleNumFrames> <ParticleOrientation x='0' y='0' z='0' /> <ParticleOrientationRandomise x='360' y='360' z='360' /> <ParticleOrientationVelocity x='0' y='0' z='0' /> <ParticleOrientationVelocityRandomise x='0' y='0' z='0' /> <ParticleSize x='200' y='200' /> <ParticleSizeOriginIsCenterPoint>false</ParticleSizeOriginIsCenterPoint> <ParticleSizeRandomise>5</ParticleSizeRandomise> <ParticleSizeVelocity x='-1' y='-1' /> <ParticleSizeVelocityRandomise x='0' y='0' /> <ParticleSizeVelocityDelay>50</ParticleSizeVelocityDelay> <ParticleSizeVelocityDelayRandomise>0</ParticleSizeVelocityDelayRandomise> <ParticleFinalSizeScale x='0' y='0' /> <ParticleFinalSizeScaleRandomise>0</ParticleFinalSizeScaleRandomise> <ParticleSizeFadeIn>0</ParticleSizeFadeIn> <ParticleSizeFadeInRandomize>0</ParticleSizeFadeInRandomize> <ParticleSizeFadeInDelay>0</ParticleSizeFadeInDelay> <ParticleSizeFadeInDelayRandomize>0</ParticleSizeFadeInDelayRandomize> <ParticleRenderScene>5</ParticleRenderScene> <ParticleSpiralRadius>1</ParticleSpiralRadius> <ParticleSpiralRadiusRandomise>0</ParticleSpiralRadiusRandomise> <ParticleSpiralRadiusVelocity>1</ParticleSpiralRadiusVelocity> <ParticleSpiralRadiusVelocityRandomise>0</ParticleSpiralRadiusVelocityRandomise> <ParticleSpiralRadiusSizeVelocity>0</ParticleSpiralRadiusSizeVelocity> <ParticleVelocity x='0' y='0' z='0' /> <ParticleVelocityRandomise x='0' y='0' z='0' /> <ParticleVelocityIsNormalised>false</ParticleVelocityIsNormalised> </ParticleEmitterContainer> tadam ! votre grenade est prête a l'emploi !
Dernière édition par worma le Dim 16 Jan 2011, 12:08, édité 1 fois | |
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Reptincel Membre
Nombre de messages : 683 Age : 28 Localisation : Dans une Usine de Tweaking du nom de Worms 4 Tweaking, je crois Date d'inscription : 13/09/2009
| Sujet: Re: grenade a fragmentation optimisée Mer 12 Jan 2011, 18:24 | |
| Je suis quand même content qu'il y a en qui tweak encore, malgré les 5 ou 6 ans de sortie de Worms 4. Pour ton arme, elle est bien seulement, il faudrait enlever le temps de vie illimités car je peux pas trop joué avec les armes utilisant beaucoup de fragments et/ou des particules. Mais peut-être que l'utilité de cette arme est basé sur ça. Beau travail quand même côté Weaptwk, tu pourrais ( peut-être ) t'attaque à Parttwk vu que tu maîtrise Weaptwk, après c'est mon point de vue. Bravo encore, et continue car moi, j'ai fais mon temps côté tweaking | |
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worma Membre
Nombre de messages : 53 Age : 26 Localisation : au bout d'une corde/dans un ravin/dans une twin tower le jour du 11 septembre 2001 Date d'inscription : 30/10/2010
| Sujet: Re: grenade a fragmentation optimisée Jeu 13 Jan 2011, 16:21 | |
| ok je m'occupe du temps de vie des particules mais du coup le tweak sera plus long. EDIT: sa y est ! les effets de particules durent maintenant une bonne minute et c'est tout.
Dernière édition par worma le Dim 16 Jan 2011, 12:09, édité 1 fois | |
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Eldar Membre
Nombre de messages : 172 Date d'inscription : 14/12/2008
| Sujet: Re: grenade a fragmentation optimisée Jeu 13 Jan 2011, 21:13 | |
| Ce ne serait pas une mauvaise idée de convertir tout ça au format .TWK utilisé par le lanceur de mods de _Kilburn | |
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worma Membre
Nombre de messages : 53 Age : 26 Localisation : au bout d'une corde/dans un ravin/dans une twin tower le jour du 11 septembre 2001 Date d'inscription : 30/10/2010
| Sujet: Re: grenade a fragmentation optimisée Ven 21 Jan 2011, 18:13 | |
| moi je veux bien si tu m'explique comment faire | |
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Eldar Membre
Nombre de messages : 172 Date d'inscription : 14/12/2008
| Sujet: Re: grenade a fragmentation optimisée Dim 23 Jan 2011, 13:53 | |
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