User Tools

Site Tools


weapons

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
weapons [2021/10/18 19:35]
justin
weapons [2021/10/18 19:35] (current)
justin
Line 43: Line 43:
 7) Assign a model to the "Object Model" property of your weapon. As explained in the "Equipment" section of the [[attach points]] documentation, this model will be displayed on the [[character]] when equipped, assuming that the proper [[attach points]] are setup. If your weapon is unlimited use or single use, this model will also be used for the projectile. 7) Assign a model to the "Object Model" property of your weapon. As explained in the "Equipment" section of the [[attach points]] documentation, this model will be displayed on the [[character]] when equipped, assuming that the proper [[attach points]] are setup. If your weapon is unlimited use or single use, this model will also be used for the projectile.
  
-8) If your weapon consumes ammo, you'll need to create at least one ammo [[item]], for example an arrow to use with a bow. You can skip this step if your weapon doesn't consume ammo. As opposed to an unlimited use or single use weapon, a weapon that consumes ammo will use the [[object]] assigned to the ammo [[item]] for its visual projectile, so be sure to assign a model to the "Object Model" property. Also, you'll most likely want to make this [[item]] stackable so the player can carry multiple in one slot. Once the ammo [[item]] is created, add its [[item]] ID to the weapon's "Items by ID" list. If your weapon uses the "Items by Tag" option, be sure to add the appropriate tag (e.g. "arrow") to the ammo [[item|item's]] list of tags.+8) If your weapon consumes ammo, you'll need to create at least one ammo [[item]], for example an arrow to use with a bow. You can skip this step if your weapon doesn't consume ammo. As opposed to an unlimited use or single use weapon, a weapon that consumes ammo will use the [[object]] assigned to the ammo [[item]] for its visual projectile, so be sure to assign a model to the "Object Model" property. Also, you'll most likely want to make this [[item]] stackable so the player can carry multiple of them in one slot. Once the ammo [[item]] is created, add its [[item]] ID to the weapon's "Items by ID" list. If your weapon uses the "Items by Tag" option, be sure to add the appropriate tag (e.g. "arrow") to the ammo [[item|item's]] list of tags.
  
 9) Optionally, if your weapon generates projectiles, you can control the time and position at which the visual projectile appears. To do so, you will need to create an [[attach_points|attach point]] named "projectile" on both the [[object]] for the projectile, and on one frame of the [[character|character's]] attack [[animation]]. For example, if the weapon is a throwing dagger you would create a "projectile" [[attach_points|attach point]] on the handle of the dagger, and also one on the throwing hand of the [[character]], specifically on the frame of the "throw" animation where the dagger should be released. 9) Optionally, if your weapon generates projectiles, you can control the time and position at which the visual projectile appears. To do so, you will need to create an [[attach_points|attach point]] named "projectile" on both the [[object]] for the projectile, and on one frame of the [[character|character's]] attack [[animation]]. For example, if the weapon is a throwing dagger you would create a "projectile" [[attach_points|attach point]] on the handle of the dagger, and also one on the throwing hand of the [[character]], specifically on the frame of the "throw" animation where the dagger should be released.
weapons.txt ยท Last modified: 2021/10/18 19:35 by justin