Dans Weaptwk.xml ( ça y est je m'y suis mis ^^ ! ), j'ai tweaké l'attaque aérienne et, au lieu des obus de l'attaque aérienne que j'en ai marre par dessus tout, ce sont des pépites d'or !!!
Voici le code :
<PayloadWeaponPropertiesContainer id='kWeaponAirstrike-0'>
<IsAimedWeapon>false</IsAimedWeapon>
<IsPoweredWeapon>false</IsPoweredWeapon>
<IsTargetingWeapon>true</IsTargetingWeapon>
<IsControlledBomber>false</IsControlledBomber>
<IsBomberWeapon>true</IsBomberWeapon>
<IsDirectionalWeapon>false</IsDirectionalWeapon>
<IsHoming>false</IsHoming>
<IsLowGravity>true</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>
<PayloadGraphicsResourceID>D04_01</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID>D01_01</Payload2ndGraphicsResourceID>
<Scale>1</Scale>
<Radius>15</Radius>
<AnimTravel>Spin</AnimTravel>
<AnimSmallJump></AnimSmallJump>
<AnimBigJump></AnimBigJump>
<AnimArm></AnimArm>
<AnimSplashdown></AnimSplashdown>
<AnimSink></AnimSink>
<AnimIntermediate></AnimIntermediate>
<AnimImpact></AnimImpact>
<DirectionBlend>0.04</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</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>false</DetonatesAtRest>
<DetonatesOnFirePress>false</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>
<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>25</WormDamageMagnitude>
<ImpulseMagnitude>0.22</ImpulseMagnitude>
<WormDamageRadius>60</WormDamageRadius>
<LandDamageRadius>50</LandDamageRadius>
<ImpulseRadius>110</ImpulseRadius>
<ImpulseOffset>-45</ImpulseOffset>
<Mass>0</Mass>
<WormImpactDamage>0</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>15</SinkDepth>
<NumStrikeBombs>0</NumStrikeBombs>
<NumBomblets>0</NumBomblets>
<BombletMaxConeAngle>0</BombletMaxConeAngle>
<BombletMaxSpeed>0</BombletMaxSpeed>
<BombletMinSpeed>0</BombletMinSpeed>
<BombletWeaponName></BombletWeaponName>
<FxLocator>smokelocator</FxLocator>
<ArielFx>WXP_AirstrikeArielA</ArielFx>
<DetonationFx>WXP_AirstrikeBombExpls</DetonationFx>
<DetonationSfx></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>BombWhistle</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.kWeaponAirstrike</DisplayName>
<WeaponGraphicsResourceID>Radio</WeaponGraphicsResourceID>
<WeaponType>10</WeaponType>
<DefaultPreference>0</DefaultPreference>
<CurrentPreference>0</CurrentPreference>
<LaunchDelay>200</LaunchDelay>
<PostLaunchDelay>0</PostLaunchDelay>
<FirstPersonOffset x='0.5' y='0' z='0.5' />
<FirstPersonScale x='0' y='0' z='0' />
<FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect>
<HoldParticleFX></HoldParticleFX>
<DisplayInFirstPerson>false</DisplayInFirstPerson>
<CanBeFiredWhenWormMoving>true</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>
</PayloadWeaponPropertiesContainer>
J'ai voulu essayer, avec la liste des 987 codes de Kilburn, changer l'apparence de l'avion en Vaisseau de Worminkle mais là, je n'y arrive pas . Il y a quelqu'un qui pourrait m'aider ? Et aussi, pour Kilburn, tu as demander à Maycne pour les moutons frenchies ?
Je fais les photos tout de suite et j'éditerais ce post
!!!
PS : vous pouvez
bouger pendant l'attaque !!!