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weapons [2021/10/18 18:25] justinweapons [2021/10/18 19:35] (current) justin
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 |Attack Animation|If set, this will override the [[character|character's]] attack [[animation]] and play the specified [[animation]] name instead of "attack" (e.g. to play a "throw" animation for a throwing dagger).| |Attack Animation|If set, this will override the [[character|character's]] attack [[animation]] and play the specified [[animation]] name instead of "attack" (e.g. to play a "throw" animation for a throwing dagger).|
 |Ammo/Energy Required|Determines whether or not the weapon requires ammo or energy in order to be used. Refer to the "Consumption Types" table below for a description of each option.| |Ammo/Energy Required|Determines whether or not the weapon requires ammo or energy in order to be used. Refer to the "Consumption Types" table below for a description of each option.|
-|Projectile Speed|Determines how fast the weapon's projectile moves, measured in voxels per second. This setting is only applicable to ranged weapons.|+|Projectile Speed|Determines how fast the weapon's projectile moves, measured in voxels per second. If set to zero, the weapon will hit its target instantly. This setting is only applicable to ranged weapons.|
 |Minimum Range|Determines the minimum distance (in [[tile|tiles]]) required between the [[character]] and target [[entity]] in order to use the weapon. A value of 1 indicates that the weapon can be used from adjacent [[tile|tiles]]. This setting is only applicable to ranged weapons.| |Minimum Range|Determines the minimum distance (in [[tile|tiles]]) required between the [[character]] and target [[entity]] in order to use the weapon. A value of 1 indicates that the weapon can be used from adjacent [[tile|tiles]]. This setting is only applicable to ranged weapons.|
 |Maximum Range|Determines the maximum distance (in [[tile|tiles]]) between the [[character]] and target [[entity]] from which the weapon can be used. This setting is only applicable to ranged weapons.| |Maximum Range|Determines the maximum distance (in [[tile|tiles]]) between the [[character]] and target [[entity]] from which the weapon can be used. This setting is only applicable to ranged weapons.|
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 ^Type^Description^ ^Type^Description^
 |None (Unlimited Use)|Weapon can be used an unlimited number of times (e.g. a sword).| |None (Unlimited Use)|Weapon can be used an unlimited number of times (e.g. a sword).|
-|None (Single Use)|Weapon is consumed on use (e.g. a throwing dagger). For this type, you would typically want to set the weapon item as stackable so the player can easily carry many at once.| +|None (Single Use)|Weapon is consumed on use (e.g. a throwing dagger). For this type, you would typically want to set the weapon [[item]] as stackable so the player can easily carry many at once.| 
-|Items by ID|Weapon consumes ammo items on use (e.g. a bow or a gun). The required ammo items are defined by one or more item IDs. The items will be consumed from the player's [[inventory]].| +|Items by ID|Weapon consumes ammo [[item|items]] on use (e.g. a bow or a gun). The required ammo [[item|items]] are defined by one or more [[item]] IDs. The [[item|items]] will be consumed from the player's [[inventory]].| 
-|Items by Tag|Weapon consumes ammo items on use (e.g. a bow or a gun). The required ammo items are defined by one or more item tags. The items will be consumed from the player's [[inventory]].|+|Items by Tag|Weapon consumes ammo [[item|items]] on use (e.g. a bow or a gun). The required ammo [[item|items]] are defined by one or more [[item]] tags. The [[item|items]] will be consumed from the player's [[inventory]].|
  
 =====Projectiles===== =====Projectiles=====
-In order for a ranged weapon to generate a visual projectile when used (e.g. an arrow, bullet, spinning dagger, etc.), you will need to make use of the "Object Model" [[item]] property found below the equippable/weapon settings. +In order for a ranged weapon to generate a visual projectile when used (e.g. an arrow, bullet, spinning dagger, etc.), you will need to make use of the "Object Model" [[item]] property found below the equippable/weapon settings. If the weapon's projectile speed to set to zero (i.e. instant), you won't need an [[object]] model as the weapon will hit its target immediately.
  
-Since projectiles are [[object|objects]], their "default" [[animation]] will be played upon entering the scene, if one exists. This can be used, for example, to make a throwing dagger spin as it moves towards its target. To achieve this, you would simply create a spinning [[animation]] for the dagger named "default" and assign it to the "Object Model" property of your weapon (or ammo [[item]] if setting up a ranged weapon that consumes ammo).+Since projectiles are [[object|objects]], their "default" [[animation]] will be played upon entering the scene, if one exists. This can be used, for example, to make a throwing dagger spin as it moves towards its target. To achieve this, you would simply create a spinning [[animation]] for the dagger named "default" and assign its model to the "Object Model" property of your weapon (or ammo [[item]] if setting up a ranged weapon that consumes ammo).
  
-(Info about "projectile" attach point to determine where and when the projectile's model will appears during the character's attack animation)+To control when and where the visual projectile will specifically appear, you can create an [[attach_points|attach point]] named "projectile" on one frame of the [[character|character's]] attack [[animation]] and on the weapon's [[object]] model (or ammo [[item|item's]] [[object]] model if the weapon consumes ammo).
  
 =====Setting Up a Ranged Weapon===== =====Setting Up a Ranged Weapon=====
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 4) If desired, set a custom attack [[animation]] to play for the [[character]] when using the weapon. For example, "throw" for a throwing dagger or "shoot" for a bow. If one is set, be sure to create an [[animation]] for your [[character]] with a matching name. 4) If desired, set a custom attack [[animation]] to play for the [[character]] when using the weapon. For example, "throw" for a throwing dagger or "shoot" for a bow. If one is set, be sure to create an [[animation]] for your [[character]] with a matching name.
  
-- Assign object model to weapon (or ammo item(sif weapon consumes ammo)+5Set the projectile speed, minimum distance in [[tile|tiles]], and maximum distance in [[tile|tiles]] for the ranged weapon. A projectile speed of zero means that the weapon will hit its target instantly.
  
-- Create at least one ammo item and be sure to add their IDs to the list of ammo item IDs for the weapon item.+6) Choose the desired consumption type for your weapon from the "Ammo/Energy Required" dropdown. Refer to the "Consumption Types" table above for a description of each option.
  
-- Create "projectile" attach point on frame of character's attack animation+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 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.
  
  
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weapons.1634606725.txt.gz · Last modified: 2021/10/18 18:25 by justin