inferno Membre
Nombre de messages : 98 Localisation : en train d'exploser des maps à coup de grenade Date d'inscription : 21/06/2007
| Sujet: Tonneau fantome Lun 28 Juil 2008, 10:19 | |
| Voila le tonneau fantome il est capable de traverser les mur mes pas les bulles protectrices il faut trés bien visé pour qu'il touche le worms - Code:
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code
dans WeapTweak.xml
aller a
<?xml version='1.0' ?> <xomArchive> <xomObjects> <XDataBank id='id-0'> <Section>0</Section>
est mettez endesous
<StringResources href='Text.kWeaponConcreteDonkey'/>
aller a
</XDataBank>
est metter endesous
<XStringResourceDetails id='Text.kWeaponConcreteDonkey'> <Value>Toneau Fantome</Value> <Name>Text.kWeaponConcreteDonkey</Name> <Flags>64</Flags> </XStringResourceDetails>
aller a
<XContainerResourceDetails id='kWeaponConcreteDonkey'> <Value href='kWeaponConcreteDonkey-0'/> <Name>kWeaponConcreteDonkey</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponConcreteDonkey-0'>
est remplacer l'arme par
<XContainerResourceDetails id='kWeaponConcreteDonkey'> <Value href='kWeaponConcreteDonkey-0'/> <Name>kWeaponConcreteDonkey</Name> <Flags>81</Flags> </XContainerResourceDetails> <PayloadWeaponPropertiesContainer id='kWeaponConcreteDonkey-0'> <IsAimedWeapon>false</IsAimedWeapon> <IsPoweredWeapon>false</IsPoweredWeapon> <IsTargetingWeapon>true</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>DonkeyTrackCamera</CameraId> <PayloadGraphicsResourceID>D04_03</PayloadGraphicsResourceID> <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID> <Scale>1.50</Scale> <Radius>2.50</Radius> <AnimTravel></AnimTravel> <AnimSmallJump></AnimSmallJump> <AnimBigJump></AnimBigJump> <AnimArm></AnimArm> <AnimSplashdown></AnimSplashdown> <AnimSink></AnimSink> <AnimIntermediate></AnimIntermediate> <AnimImpact></AnimImpact> <DirectionBlend>0</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>true</DetonatesOnObjectImpact> <DetonatesOnWormImpact>true</DetonatesOnWormImpact> <DetonatesAtRest>false</DetonatesAtRest> <DetonatesOnFirePress>false</DetonatesOnFirePress> <DetonatesWhenCantJump>false</DetonatesWhenCantJump> <DetonateMultiEffect>1</DetonateMultiEffect> <WormCollideResponse>0</WormCollideResponse> <WormDamageMagnitude>50</WormDamageMagnitude> <ImpulseMagnitude>0</ImpulseMagnitude> <WormDamageRadius>150</WormDamageRadius> <LandDamageRadius>0</LandDamageRadius> <ImpulseRadius>170</ImpulseRadius> <ImpulseOffset>-60</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>80</SinkDepth> <NumStrikeBombs>0</NumStrikeBombs> <NumBomblets>0</NumBomblets> <BombletMaxConeAngle>0</BombletMaxConeAngle> <BombletMaxSpeed>0</BombletMaxSpeed> <BombletMinSpeed>0</BombletMinSpeed> <BombletWeaponName></BombletWeaponName> <FxLocator>Donkey_L</FxLocator> <ArielFx>WXP_ExplosionG_Tail</ArielFx> <DetonationFx>WXP_Wep_Donkey</DetonationFx> <DetonationSfx>ConcreteDonkeyImpact</DetonationSfx> <ExpiryFx>WXP_ExplosionX_Med</ExpiryFx> <SplashFx>WXP_WaterLargeSplash</SplashFx> <SplishFx>WXP_WaterSmallSplash</SplishFx> <SinkingFx>WXP_UnderWaterBubbles</SinkingFx> <BounceFx>WeaponDonkeyBounce</BounceFx> <StopFxAtRest>true</StopFxAtRest> <BounceSfx></BounceSfx> <PreDetonationSfx></PreDetonationSfx> <ArmSfx1Shot></ArmSfx1Shot> <ArmSfxLoop></ArmSfxLoop> <LaunchSfx>ConcreteDonkeyRelease</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>8000</LifeTime> <IsFuseDisplayed>false</IsFuseDisplayed> <DisplayName>Text.kWeaponConcreteDonkey</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>0</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>
fini,bientot des screenshots | |
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inferno Membre
Nombre de messages : 98 Localisation : en train d'exploser des maps à coup de grenade Date d'inscription : 21/06/2007
| Sujet: Re: Tonneau fantome Lun 28 Juil 2008, 10:45 | |
| petite précision le tonneau traverce aussi le terrains indestructible | |
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jujuleworms Membre
Nombre de messages : 353 Age : 29 Localisation : Ehh Ehh Ehh... Date d'inscription : 11/04/2008
| Sujet: Re: Tonneau fantome Lun 28 Juil 2008, 12:56 | |
| Woaa! Me tarde les screenshoots | |
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Easytwk Graphiste du Forum
Nombre de messages : 924 Age : 30 Localisation : Zoll Date d'inscription : 31/10/2007
| Sujet: Re: Tonneau fantome Sam 02 Aoû 2008, 12:40 | |
| Pas mal comme arme. Evite tous de même de faire trop de fautes (je sais, je suis mal placé pour dire ça mais bon ) | |
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| Sujet: Re: Tonneau fantome | |
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