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> 3. Items
Fnurg
post 10th December 2003, 3:23pm
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Index : References :
  • R3.1 Damage Types
  • R3.2 Weapon Types
  • R3.3 Weapon Classes
  • R3.4 Animations
  • R3.5 Weapon Priciples
  • R3.6 Weapon Handling
  • R3.7 Item Sizes
  • R3.8 Armor Types
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Fnurg
post 10th December 2003, 3:46pm
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3.1 Weapons

\tactical\configs\game\listofweapon.txt

This file holds all the specific information regarding weapons and intrinsic enemy attacks (such as man-o-war's psionic attack and the crab-car's lightning attack)

CODE
 WEAPON
   ORIGIN                [string ref] origin
   TYPE                  [string ref] the weapon type
   SHORT_NAME            [string] the name was used for debugging purposes
   ID                    [string ref] unique weapon ID
   TECH_LEVEL            [integer] tech level
   CLASS                 [string ref] weapon class
   ANIM_TYPE             [string ref] animation type
   PRINCIPLE             [string ref] weapon principle
   HANDLING              [string ref] handling technology
   TECHNOLOGY            [string ref] what r&d technology is needed for weapon
   EQUIPMENT             [string ref] where the weapon comes from (affects caches)
   MAG_QUANTITY          [integer] how many mags are found in weapon caches
   HAND                  [float] hands used with gun. 2 = both hands
   NOTRELOAD             [boolean] can weapon be reloaded? false = yes it can
   WEIGHT                [float] weight of weapon
   AMMOID                [string ref] ammo type as listed in listofammo.txt
   ACCURACY_AIMEDA       [float] effective range of aimed shot
   ACCURACY_BURSTA       [float] effective range of burst shot
   ROUNDS_USED_AIMEDU    [integer] ammo used with aimed shot
   ROUNDS_USED_BURSTU    [integer] ammo used with burst shot
   POWER                    
   DAMAGE                [integer] damage inflicted by the weapon
   TIMES_RELOAD          [float] time taken to reload
   TIMES_AIMEDT          [float] time taken to make an aimed shot
   TIMES_BURSTT          [float] time taken to make a burst shot
   RANGE                 [float] maximum range in aimed mode
   AREA                  [float] affected area for weapons such as rockets
   PROJ_SPEED            [float] speed of projectile. 0.0 = insta hit :)
   DURATION              [float] duration of DOT weapons (such as fire or acid attacks)
   SEC_DAMAGE            [float] ammount of damage for DOT weapons
   DTYPE                 [char] Damage type. must be same as in AMMO_ID
   EFFECT_FRONT_AIM      [string] effect file for muzzle flash in aimed mode
   EFFECT_FRONT_BURST    [string] effect file for muzzle flash in burst mode
   EFFECT_BACK           [string] effect file effect at the back of the weapon
   EFFECT_IMPACT         [string] effect file of impact
   EFFECT_AREA           [string] effect file for area effects
   PATH_3D               [string] the 3D in-game model of the weapon
   VIDEO                 [string] the video shown in the Equipment screen
   ICON                  [string] the 2d icon in equipment/interface
   PROJECTILE            [string] the 3D in-game model of the projectile
   PROJECTILEFIRE        [string] burning effects
   PROJECTILESMOKE       [string] smoke trails
   PARTICLE              [string] the firing effect (non firearm weapons)
   SHAPE                 [string] shape of weapon in inventory
   SOUND_NAME_A          [string] single shot sound (aimed)
   SOUND_NAME_B          [string] burst sound
   SOUND_NAME_RELOAD     [string] reload sound
   SOUND_NAME_IMPACT     [string] impact sound
 END_OF_WEAPON


This file also calls references (and is referenced by) to magazines and ammo types.

References to the research tree can also be made (for researchable weapons)
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Fnurg
post 10th December 2003, 3:49pm
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3.2 Magazines

\tactical\configs\game\listofmagazine.txt

This file stores information relating to magazines (ammunition). This can also hold information that would normally be stored within listofweapon.txt

The file calls references to listofweapon and listofammo.

Again, references can be made to the research tree to make a magazine researchable/developable.

CODE
ORIGIN              [HUMAN, ALIEN, HYBRID]
ID                  [unique] unique identification of the magazine
WEAPON              link to the weapon that the magazine relates to
TECH_LEVEL          [integer] the level of technology needed to aquire this item (usually the same as the weapon)
WEIGHT              [real] weight of the magazine
EJECT               [integer] how many rounds are ejected from the gun after firing (?)
AMMOID              (reference) reference to the ammo type in listofammo.txt
ACCURACY_AIMEDA     [real]The effective accuracy the ammo in aim mode
ACCURACY_BURSTA     [real] The effective accuracy the ammo in burst mode
ROUNDS_USED_AIMEDU  [integer] how many rounds are used in aim mode
ROUNDS_USED_BURSTU  [integer] how many rounds are used in burst mode
DAMAGE              [integer] How much damage is inflicted upon projectile impact
CAPACITY            [integer] how many rounds are contained within the magazine
TIMES_RELOAD        [real] how long it takes to load another round in the weapons chamber
TIMES_AIMEDT        [real] how long it takes to load it takes to fire the weapon in aimed mode
TIMES_BURSTT        [real] how long it takes to load it takes to fire the weapon in burst mode
RANGE               [real] The range of the weapon or how far the projectile can travel
AREA                [real] The area effect of the weapon
PROJ_SPEED          [real] How quickly the projectile travels. (insta-hit rockets, anyone?)
DURATION            [real] the duration of the area effect (DOT)
SEC_DAMAGE          [real] how much secondary damage to apply (used for Damage Over Time)
DTYPE               [string] the type of damage applied.
PATH_3D             [string] the 3d model file for the projectile
ICON                [string] the icon (2 dimensional) file for the magazine
PROJECTILE          [string] Some weapons have visible projectiles. These include carcrabs or man-o-war's.
PROJECTILEFIRE      [string] unknown
PROJECTILESMOKE     [string] unknown
SHAPE               [string] reference to the shape/size of the object in the inventory screen.
EFFECT_FRONT_AIM    [string] particle effect file for an aim shot
EFFECT_FRONT_BURST  [string] particle effect file for a burst shot
EFFECT_BACK         [string] unknown
EFFECT_IMPACT       [string] particle effect file for the impact
EFFECT_AREA         [string] particle effect file for the area effect
SOUND_NAME_IMPACT   [string]sound file of the projectile impacting
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Fnurg
post 10th December 2003, 3:51pm
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3.3 Ammo

\tactical\configs\game\listofammo.txt

This file holds information pertaining to a single bullet/cartriage.

The file can be referenced by both (or either) listofweapon.txt and listofmagazine.txt

CODE
ID      The identification reference of the item
TYPE    [FIREARM, GRENADE, ALIEN, ROCKET] The type of ammo.
WEIGHT  [real] The weight of the ammo
DAMAGE  [string] The type of damage that this ammo inflicts. L=laser, P=plasma, X=psi/smoke, Z=psi, W=warp, B=burn/acid, HL=heal, H=hard, S=soft, U=universal
ORIGIN  [HUMAN, ALIEN] which race spawned this ammo type
PELLETS [integer] The amount of pellets expelled in each round. 1 for rifle rounds, 15 for shotgun rounds.
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Fnurg
post 10th December 2003, 3:53pm
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3.4 Armor

\tactical\configs\game\listofarmor.txt

This file holds information pertaining to armors, both those that can be worn and those that are intrinsic to creatures (creature base damage resistances)

References can be made to the research tree for researchable/developable armors.

CODE
ID         Unique identification tag of the armor
ORIGIN     Who owns the armor
TYPE       The type of armor
LEVEL      [integer] Level needed to aquire this technology
TECHNOLOGY [reference] What technology is needed to aquire this armor. This is only used for developed armors. Intrinsic armors do not have this field
WEIGHT     [real] weight of the object
S          [real] % of damage taken when hit by SOFT ammo type
H          [real] % of damage taken when hit by HARD ammo type
U          [real] % of damage taken when hit by UNIVERSAL ammo type
B          [real] % of damage taken when hit by BURN ammo type  
L          [real] % of damage taken when hit by LASER ammo type
P          [real] % of damage taken when hit by PLASMA ammo type
W          [real] % of damage taken when hit by WARP ammo type
Z          [real]
HL         [real] % of damage taken when hit by HEALING ammo type
X          [real]
3D_MODELS_MALE1  [string] 3d model details of the character in armor
3D_MODELS_MALE2  [string] 3d model details of the character in armor
3D_MODELS_MALE3  [string] 3d model details of the character in armor
3D_MODELS_FEM1   [string] 3d model details of the character in armor
3D_MODELS_FEM2   [string] 3d model details of the character in armor
3D_MODELS_FEM3   [string] 3d model details of the character in armor
3D_MODELS_SHIELD [string] 3d model details of the shield
SHIELD_EFFECT    [string] 3d model details of the shield effect when hit
2D_MODELS_MALE1  [string] 2d model of the character in armor
2D_MODELS_MALE2  [string] 2d model of the character in armor
2D_MODELS_MALE3  [string] 2d model of the character in armor
2D_MODELS_FEM1   [string] 2d model of the character in armor
2D_MODELS_FEM2   [string] 2d model of the character in armor
2D_MODELS_FEM3   [string] 2d model of the character in armor
ICON             [string] 2d model of the icon in the equipment screen
BKP              [string] text file with 2d model of ?backpack?
INTERFACE_3D_MODEL_MALE   [string] 3d model of the head of the character
INTERFACE_3D_MODEL_FEMALE [string] 3d model of the head of the character
VIDEO            [string] videos seen in the equipment
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Aralez
post 11th December 2003, 6:52pm
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I had some problems doing an enhanced version of the heavy armour. It would work like a light or medium armour, this means you could run and kneel in it, but don't use gyro-weapons in it. It seems the two provided heavy armours are hardcoded and are recognized by the game by some entries in the exe-file.

The texture files for weapons, equipment, skins etc. can be resized. Fulby and me tested and used 4 times bigger textures successfully, maybe even more is possible.

Regarding the listofweapons- and listofmagazines.txt files: If the damage and time data for a entry in them is set to 0 the game looks at the other file and uses the data from there.

I didn't manage to add a impact effect like explosions to regular rifles and handguns as they seem to use no ingame-projectile. Rockets and grenades use a projectile and work. Rockets and grenadethrowers have to be fired continously in the game, though. The soldier which uses them doesn't automatically keep on firing.

Sometimes a weapon has a strenght entry and a damage entry. Damage is the actual combat damage. Strength is the amount of energy used from the magazine, so if you have a magazine with 2000 capacity and the weapon has a strength of 200 you'll get 10 shots. Standard seems to be 1000 capacity and 100 strength, this is used for most original weapons.

If the burst time entry is set to 0 AND the number of rounds used is set to 0, too then only will you have a weapon WITHOUT burst mode.

If you add a weapon/magazine/ammo and don't add a glossary entry for it, the weapon id is used ingame as plain text. So a weapon with an id called Splurg will show up ingame as Splurg. So if you decide to give your weapon the id ID_DUKEGUN better rethink, because in the equipment screen it will show up as ID_DUKEGUN in the tooltip and above the video.
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Fulby
post 11th December 2003, 7:28pm
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The dynamic light on rockets appears to be hard coded. I think it is activated by TYPE = MISSILE_LAUNCHER in the weapon record.


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