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weapons [2021/10/18 19:17] justinweapons [2021/10/18 19:35] (current) justin
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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.
  
-5) Set the projectile speed, minimum distance, and maximum distance for the ranged weapon. A projectile speed of zero means that the weapon will hit its target instantly.+5) Set 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.
  
-6) Assign a model to the "Object Modelproperty of your weaponAs explained in the "Equipmentsection 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.+6) Choose the desired consumption type for your weapon from the "Ammo/Energy RequireddropdownRefer to the "Consumption Typestable above for a description of each option.
  
-7) 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 projectileso be sure to assign a model to the "Object Model" property. Once the ammo [[item]] is createdadd 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.+7) Assign a model to the "Object Model" property of your weapon. As explained in the "Equipment" section of the [[attach points]] documentationthis model will be displayed on the [[character]] when equippedassuming that the proper [[attach points]] are setup. If your weapon is unlimited use or single usethis model will also be used for the projectile.
  
-8) 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.+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.1634609853.txt.gz · Last modified: 2021/10/18 19:17 by justin