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Форум » ТОПКА » ТОПКА » Beginner's guide on how to tweak W4:M Weapons (This point was made by Hot Gravy)
Beginner's guide on how to tweak W4:M Weapons
egokarpo
Дата: СР, 19.08.2009, 16:20:15 | Сообщение # 1
egokarpo
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Beginner's guide on how to tweak W4:M Weapons
This is a guide for newbs to tweaking to learn how to tweak.
Ok, go to "My Computer" then "Local Disc: C" then go into "Program files", "Codemasters", "Worms 4 Mayhem" and finally "Data" and "Tweak".

Open the file called "WeapTwk" with Notepad or Wordpad, then find the weapon you want. For this example I'm going to use bazooka:

Code

<ContainerResources href='kWeaponBananaBomb'/>
<ContainerResources href='kWeaponBananette'/>
<ContainerResources href='kWeaponBaseballBat'/>
<ContainerResources href='kWeaponBazooka'/>
<ContainerResources href='kWeaponClusterBomb'/>
<ContainerResources href='kWeaponClusterGrenade'/>
<ContainerResources href='kWeaponConcreteDonkey'/>

Now hit Ctrl+F and paste kWeaponBazooka into the window that appears. Keep pressing enter until it takes you to this part:
Code

<XContainerResourceDetails id='kWeaponBazooka'>
<Value href='kWeaponBazooka-0'/>
<Name>kWeaponBazooka</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<PayloadWeaponPropertiesContainer id='kWeaponBazooka-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsPoweredWeapon>true</IsPoweredWeapon>
<IsTargetingWeapon>false</IsTargetingWeapon>
<IsControlledBomber>false</IsControlledBomber>
<IsBomberWeapon>false</IsBomberWeapon>
<IsDirectionalWeapon>true</IsDirectionalWeapon>

Now scroll down until you find what you want to edit, I'd reccomend leaving the "Is Aimed/Powered/TargetingWeapon/ControlledBomber etc alone unless you're VERY experienced *Cough Kilburn Cough*

I'm going to edit these two:

Code
<PayloadGraphicsResourceID>Bazooka.Payload</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>1</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

So I edit them to this:

Code
<PayloadGraphicsResourceID>Grenade</PayloadGraphicsResourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
<Scale>2</Scale>
<Radius>5</Radius>
<AnimTravel></AnimTravel>

This means that the projectile will be twice the normal size and will be a grenade instead of a rocket.
Now to edit some of my favourite values:

Code
<DetonatesOnLandImpact>true</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>true</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>true</DetonatesOnWormImpact>
<DetonatesAtRest>false</DetonatesAtRest>
<DetonatesOnFirePress>false</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>

So when I'm done it should look like this:

Code

<DetonatesOnLandImpact>false</DetonatesOnLandImpact>
<DetonatesOnExpiry>false</DetonatesOnExpiry>
<DetonatesOnObjectImpact>false</DetonatesOnObjectImpact>
<DetonatesOnWormImpact>false</DetonatesOnWormImpact>
<DetonatesAtRest>true</DetonatesAtRest>
<DetonatesOnFirePress>true</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJump>

This means that it well only blow up when you click "fire" or if it comes to rest and stops bouncing.

Now for some more!

Code
<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>50</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>

I'll edit it to this:

Code
<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>100</WormDamageMagnitude>
<ImpulseMagnitude>0.29</ImpulseMagnitude>
<WormDamageRadius>72</WormDamageRadius>

Now this means it will do 100 damage max to any worm it hits instead of 50!
Now for some of the most fun values to tweak:

Code
<NumBomblets>0</NumBomblets>
<BombletMaxConeAngle>0</BombletMaxConeAngle>
<BombletMaxSpeed>0</BombletMaxSpeed>
<BombletMinSpeed>0</BombletMinSpeed>
<BombletWeaponName></BombletWeaponName>

I'll explain how each works:
NumBomblets: The number of bomblets (like a cluster bomb's clusters) that will come out of the projectile upon detonation.
BombletMaxConeAngle: The max degrees the bomblets will spread apart. I reccommend no higher than 2.0.
BombletMaxSpeed: This is the maximum speed the bomblets will be able to come down at. If you're crazy (like me) you can set this to above 10.
BombletMinSpeed: The minumum speed the bomblets will come down at. If you always want them to come down the same speed, set this to the same as BombletMaxSpeed.
Bombletweaponname: The name of the weapon you want to be the bomblets. For example, if you wanted holy hand grenades to come out you would choose "kWeaponHolyHandGrenade". NEVER set this to the same weapon you're having the bomblets come from unless you want to crash your game.

When I've edited all of this it should look like this:

Code

<NumBomblets>7</NumBomblets>
<BombletMaxConeAngle>2.5</BombletMaxConeAngle>
<BombletMaxSpeed>12</BombletMaxSpeed>
<BombletMinSpeed>6</BombletMinSpeed>
<BombletWeaponName>kWeaponHolyHandGrenade</BombletWeaponName>

Now this should make the Bazooka's projectile drop 7 Hly Hand Grenades upon detonation.
Now to tweak the Launcher of the bazooka.

Code
<WeaponGraphicsResourceID>Bazooka.Weapon</WeaponGraphicsResourceID>

I'll change it to the ninja rope gun.

Code
<WeaponGraphicsResourceID>NinjaRope.Gun</WeaponGraphicsResourceID>

-------------------------------------------------------------------------------
This point was made by Hot Gravy

WARNING! ALWAYS MAKE BACKUP FILES BEFORE TWEAKING UNLESS YOU WANT TO RE INSTALL YOUR GAME FOR NEW TWEAKS!


 
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