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Help adding GC2 weapon to GC3

Posted on Saturday, March 11, 2017

So I want to add the old Doom Ray weapon in GC2, as a race specific weapon in GC3.

This was my old GC2 modified Doom Ray

    <Weapon>
        <Name>Impulse Beam</Name>
        <DisplayName>Impulse Beam</DisplayName>
        <Class>B</Class>
        <Type>5</Type>
        <Size>10</Size>
        <SizeMod>4</SizeMod>
        <Cost>165</Cost>
        <Damage>26</Damage>
        <Model>BlankComps</Model>
        <Thumbnail>ImpulseBeam</Thumbnail>
        <Category>Beam</Category>
        <Tech_Requirement>Impulse Beam</Tech_Requirement>
    <Animation>ImpulseBeam.x</Animation>
    <FrameCount>60</FrameCount>
    <LaunchFrame>30</LaunchFrame>
    <ImpactFrame>30</ImpactFrame>
    <Explosion>Explosion_normal.png</Explosion>
    <AttackSound>ImpulseBeam</AttackSound>
    <ExplosionSound0>battle_explosion_small</ExplosionSound0>
    <ExplosionSound1>battle_explosion_small_2</ExplosionSound1>
    <ExplosionSound2>battle_explosion_beam</ExplosionSound2>
    <DeflectSound>battle_shield_deflect_3</DeflectSound>
    <ScaleWidthPercent>380</ScaleWidthPercent>
        <FlavorText0>ZetaCon Industries Impulse Beam.</FlavorText0>
        <FlavorText1>Lockheed-2332 Impulse Beam.</FlavorText1>
    </Weapon>

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The new one that I've started so far. What I'me having trouble figuring out, is what to put in for the <WeaponFX></WeaponFX> IN GC2, this was handled by a single animation file. Has anyone tried and successfully done something similar?

  <ShipComponent>
    <InternalName>ImpulseBeam</InternalName>
    <DisplayName>ImpulseBeam_Name</DisplayName>
    <Description>ImpulseBeam_Dec</Description>
    <ArtDefine>WeaponModel_10</ArtDefine>
    <Category>Weapons</Category>
    <Type>BeamWeapon</Type>
    <PlacementType>Weapon</PlacementType>
    <WeaponFX>
      <EmissionFX>BeamDoomray_Emission</EmissionFX>
      <ProjectionFX>BeamDoomray</ProjectionFX>
      <HitFX>BeamDoomray_Hit</HitFX>
      <DeflectionFX>BeamDoomray_Deflection</DeflectionFX>
    </WeaponFX>
    <Stats>
      <EffectType>Threat</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1.4</Value>
    </Stats>
    <Stats>
      <EffectType>BeamManufacturingCost</EffectType>
      <Scope>Queue</Scope>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1200</Value>
    </Stats>
    <Stats>
      <EffectType>BeamMass</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <ValueType>Special</ValueType>
      <SpecialValue>
        <Special>HullMassScaleMod</Special>
        <ValueParam>16</ValueParam>
        <ValueParam>0.01</ValueParam>
      </SpecialValue>
    </Stats>
    <Stats>
      <EffectType>BeamWeapon</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Stats>
    <Stats>
      <EffectType>BeamAttack</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>30</Value>
    </Stats>
    <Stats>
      <EffectType>Maintenance</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>7.75</Value>
    </Stats>
    <Prerequ>
      <Techs>
        <Option>ImpulseBeam</Option>
      </Techs>
    </Prerequ>
  </ShipComponent>