dannyssj4 Membre
Nombre de messages : 26 Age : 28 Date d'inscription : 07/01/2008
| Sujet: Ultime Grenade à fragmentation Mer 16 Jan 2008, 16:40 | |
| Salut ! Alors voilà, cette arme est à base destructrice, faisant de gros dégat au worms, avec cette arme vous découvrirez que meme les worms peuvent voler ! xD Bon voilà, la grenade a fragmentation , son skin a été changer par la grenade fumigène, j'adore se skin xD , on l'a lance, vous appuyez quand vous voulez pour la faire explosez, toute manière elle explose au contact du worms , après l'explosion , 5 dynamite géante font leur apparition, chacune libère 1 gros qui eu sont les plus grand dégat de l'arme, worms qui vole a 500 km ect... ensuite une petite banane pour complèter un peu le lot.... Voici le code (je vais faire en sorte que ce sois hyper simple pour chacun de vous tous ! ) : Alors biensure tous les codes se trouve dans WeapTwk.xml , vous devez remplacer tous le contenu de - Code:
-
<XContainerResourceDetails id='kWeaponClusterBomb'> jusqu'a - Code:
-
</PayloadWeaponPropertiesContainer> ( je dit sa pour ce qui ont du mal), voici ce qu'il y a a remplacer : - Code:
-
<Value href='kWeaponClusterGrenade-0'/> <Name>kWeaponClusterGrenade</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponClusterGrenade-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>true</HasAdjustableFuse> <HasAdjustableBounce>true</HasAdjustableBounce> <HasAdjustableHerd>false</HasAdjustableHerd> <IsAffectedByGravity>true</IsAffectedByGravity> <IsAffectedByWind>false</IsAffectedByWind> <EndTurnImmediate>true</EndTurnImmediate> <ColliderFlags>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>GasCanister</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>7</Scale> <Radius>12</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.4</DirectionBlend> <FuseTimerGraphicOffset>6</FuseTimerGraphicOffset> <FuseTimerScale>8</FuseTimerScale> <BasePower>0.125</BasePower> <MaxPower>0.525</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>true</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>true</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>120</WormDamageMagnitude> <ImpulseMagnitude>1</ImpulseMagnitude> <WormDamageRadius>200</WormDamageRadius> <LandDamageRadius>125</LandDamageRadius> <ImpulseRadius>65</ImpulseRadius> <ImpulseOffset>-1</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0.4</TangentialMinBounceDamping> <ParallelMinBounceDamping>0.3</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0.6</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0.8</ParallelMaxBounceDamping> <SkimsOnWater>true</SkimsOnWater> <MinSpeedForSkim>0.1</MinSpeedForSkim> <MaxAngleForSkim>-0.4</MaxAngleForSkim> <SkimDamping x='0.5' y='-0.6' z='0.5' /> <SinkDepth>5</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>10</NumBomblets> <BombletMaxConeAngle>0.28</BombletMaxConeAngle> <BombletMaxSpeed>0.59</BombletMaxSpeed> <BombletMinSpeed>0.5</BombletMinSpeed> <BombletWeaponName>kWeaponDynamite</BombletWeaponName> <FxLocator>clustergrenade</FxLocator> <ArielFx></ArielFx> <DetonationFx>WXP_Explosion_Small</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>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>6000</LifeTime> <IsFuseDisplayed>true</IsFuseDisplayed> <DisplayName>Text.kWeaponClusterGrenade</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>15</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> Bien enttandu, ce n'est que le début, la grenade a fragmentation changer a mes gouts xD Toujours a remplacer dans - Code:
-
<XContainerResourceDetails id='kWeaponDynamite'> Code : - Code:
-
<Value href='kWeaponDynamite-0'/> <Name>kWeaponDynamite</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponDynamite-0'> <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>0</ColliderFlags> <CameraId>PayloadTrackCamera</CameraId> <PayloadGraphicsResourceID>Dynamite</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>7</Scale> <Radius>10</Radius> <AnimTravel></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>0.01</BasePower> <MaxPower>0</MaxPower> <MinTerminalVelocity>0</MinTerminalVelocity> <MaxTerminalVelocity>0</MaxTerminalVelocity> <LogicalLaunchZOffset>13</LogicalLaunchZOffset> <LogicalLaunchYOffset>-10</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>false</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>100</WormDamageMagnitude> <ImpulseMagnitude>0.75</ImpulseMagnitude> <WormDamageRadius>165</WormDamageRadius> <LandDamageRadius>120</LandDamageRadius> <ImpulseRadius>165</ImpulseRadius> <ImpulseOffset>-45</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0.4</TangentialMinBounceDamping> <ParallelMinBounceDamping>0.2</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0.4</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0.2</ParallelMaxBounceDamping> <SkimsOnWater>false</SkimsOnWater> <MinSpeedForSkim>0</MinSpeedForSkim> <MaxAngleForSkim>0</MaxAngleForSkim> <SkimDamping x='0' y='0' z='0' /> <SinkDepth>7</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>1</NumBomblets> <BombletMaxConeAngle>0.10</BombletMaxConeAngle> <BombletMaxSpeed>0.75</BombletMaxSpeed> <BombletMinSpeed>0.42</BombletMinSpeed> <BombletWeaponName>kWeaponFatkins</BombletWeaponName> <FxLocator>Spark</FxLocator> <ArielFx>WXP_FuseLarge</ArielFx> <DetonationFx>WXP_ExplosionX_Large</DetonationFx> <DetonationSfx>ExplosionRegular</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx></BounceFx> <StopFxAtRest>false</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>7000</LifeTime> <IsFuseDisplayed>true</IsFuseDisplayed> <DisplayName>Text.kWeaponDynamite</DisplayName> <WeaponGraphicsResourceID>Dynamite</WeaponGraphicsResourceID> <WeaponType>5</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>500</LaunchDelay> <PostLaunchDelay>0</PostLaunchDelay> <FirstPersonOffset x='-0.5' y='0.2' z='0.5' /> <FirstPersonScale x='0' y='0' z='0' /> <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect> <HoldParticleFX></HoldParticleFX> <DisplayInFirstPerson>false</DisplayInFirstPerson> <CanBeFiredWhenWormMoving>true</CanBeFiredWhenWormMoving> <RumbleLight>0</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>5000</RetreatTimeOverride> <WXAnimDraw>DrawDynamite</WXAnimDraw> <WXAnimAim></WXAnimAim> <WXAnimFire>FireDynamite</WXAnimFire> <WXAnimHolding>HoldDynamite</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntDynamite</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> Edit: rectification du code Suite en dessous
Dernière édition par le Mer 16 Jan 2008, 21:18, édité 1 fois | |
|
dannyssj4 Membre
Nombre de messages : 26 Age : 28 Date d'inscription : 07/01/2008
| Sujet: Re: Ultime Grenade à fragmentation Mer 16 Jan 2008, 16:41 | |
| Suite... Maintenant dans la propriété - Code:
-
<XContainerResourceDetails id='kWeaponFatkins'> Remplacer tous son contenu par : - Code:
-
<Value href='kWeaponFatkins-0'/> <Name>kWeaponFatkins</Name> <Flags>80</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponFatkins-0'> <IsAimedWeapon>false</IsAimedWeapon> <IsPoweredWeapon>false</IsPoweredWeapon> <IsTargetingWeapon>true</IsTargetingWeapon> <IsControlledBomber>false</IsControlledBomber> <IsBomberWeapon>true</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>FatkinsTrackCamera</CameraId> <PayloadGraphicsResourceID>Fatkins.Fatboy</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1.6</Scale> <Radius>25</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0.02</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>2</OrientationOption> <SpinSpeed>0.1</SpinSpeed> <InterPayloadDelay>0</InterPayloadDelay> <MinAimAngle>-1.57</MinAimAngle> <MaxAimAngle>1.57</MaxAimAngle> <DetonatesOnLandImpact>true</DetonatesOnLandImpact> <DetonatesOnExpiry>false</DetonatesOnExpiry> <DetonatesOnObjectImpact>true</DetonatesOnObjectImpact> <DetonatesOnWormImpact>true</DetonatesOnWormImpact> <DetonatesAtRest>true</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>75</WormDamageMagnitude> <ImpulseMagnitude>6</ImpulseMagnitude> <WormDamageRadius>125</WormDamageRadius> <LandDamageRadius>100</LandDamageRadius> <ImpulseRadius>200</ImpulseRadius> <ImpulseOffset>-30</ImpulseOffset> <Mass>0</Mass> <WormImpactDamage>0</WormImpactDamage> <MaxPowerUp>0</MaxPowerUp> <TangentialMinBounceDamping>0.4</TangentialMinBounceDamping> <ParallelMinBounceDamping>0.6</ParallelMinBounceDamping> <TangentialMaxBounceDamping>0.4</TangentialMaxBounceDamping> <ParallelMaxBounceDamping>0.6</ParallelMaxBounceDamping> <SkimsOnWater>false</SkimsOnWater> <MinSpeedForSkim>0</MinSpeedForSkim> <MaxAngleForSkim>0</MaxAngleForSkim> <SkimDamping x='0' y='0' z='0' /> <SinkDepth>30</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>1</NumBomblets> <BombletMaxConeAngle>0.7</BombletMaxConeAngle> <BombletMaxSpeed>0.70</BombletMaxSpeed> <BombletMinSpeed>0.25</BombletMinSpeed> <BombletWeaponName>kWeaponBananette</BombletWeaponName> <FxLocator>smokelocator</FxLocator> <ArielFx></ArielFx> <DetonationFx>WXP_ExplosionX_Large</DetonationFx> <DetonationSfx>ExplosionLarge</DetonationSfx> <ExpiryFx></ExpiryFx> <SplashFx>WXP_WaterSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WXP_Wep_Fatkins</BounceFx> <StopFxAtRest>true</StopFxAtRest> <BounceSfx>FatkinsBounce</BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>FatkinsFall</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>-1</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName>Text.kWeaponFatkins</DisplayName> <WeaponGraphicsResourceID>Radio</WeaponGraphicsResourceID> <WeaponType>10</WeaponType> <DefaultPreference>0</DefaultPreference> <CurrentPreference>0</CurrentPreference> <LaunchDelay>200</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>150</RumbleLight> <RumbleHeavy>0</RumbleHeavy> <CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed> <RetreatTimeOverride>0</RetreatTimeOverride> <WXAnimDraw>DrawAirstrike</WXAnimDraw> <WXAnimAim></WXAnimAim> <WXAnimFire></WXAnimFire> <WXAnimHolding>HoldAirstrike</WXAnimHolding> <WXAnimEndFire></WXAnimEndFire> <WXAnimTaunt>TauntAirstrike</WXAnimTaunt> <WXAnimTargetSelected></WXAnimTargetSelected> Et pour finir, les screens ! Et voilà c'est terminer ! A vos commentaire et critique ! C'est ma première arme tweaker !! Ah et j'en profite pour dire que je ne ferais plus d'explication pour les débutants, vu que tous le monde sais le faire | |
|
The Worm 00Y Membre
Nombre de messages : 339 Localisation : Au fond d'un trou infini !!?? Date d'inscription : 03/07/2007
| Sujet: Re: Ultime Grenade à fragmentation Mer 16 Jan 2008, 20:52 | |
| Très très bien et ca a l'air puissant en plus!Bravo pour ton premier tweak! Mais il y a un truc que je capte pas, c'est que tu dis que les fragments de la bombes a fragmentation sont des dinamite et dans "BombletWeaponName" de clusterBomb,il est mis kWeaponBazooka!!??Zarbi n'est ce pas? Surtout que sur tes screens on voit bien les dynamites donc c'est qu'elles existent! Can you explain to me please! | |
|
dannyssj4 Membre
Nombre de messages : 26 Age : 28 Date d'inscription : 07/01/2008
| Sujet: Re: Ultime Grenade à fragmentation Mer 16 Jan 2008, 21:10 | |
| Aaaahhh sa oui, clusterbomb je ne le compte pas, c'est clustergrenade que j'aurais du mettre honte a moi ! J'ai d'autre tweak c'est pour sa Je vais tous de suite arranger sa !! | |
|
Contenu sponsorisé
| Sujet: Re: Ultime Grenade à fragmentation | |
| |
|