Worms 4 and Ultimate Mayhem tweaking mods
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Bazooka - yet to be finished

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Bazooka - yet to be finished Empty Bazooka - yet to be finished

Post by Dzani Sat Dec 11, 2010 3:30 pm

I kinda wanted to see how bad and rusty I got with tweaking, and I can say, wow amazingly bad Very Happy Hahah.
Anyway, I wanted to do something to bazooka and the result is here. I'll try to make this better , no actually, I am going to make this better.
So what do you think, what should I do, what not. Ideas , comments etc. Smile



I had to record this with phone because I am having problems recording this with software ( gamecam and others ) .

Code:

<XContainerResourceDetails id='kWeaponBazooka'>
      <Value href='kWeaponBazooka-0'/>
      <Name>kWeaponBazooka</Name>
      <Flags>81</Flags>
    </XContainerResourceDetails>
    <JumpingPayloadWeaponPropertiesContainer id='kWeaponBazooka-0'>
      <SmallJumpHorizontalSpeed>0.07</SmallJumpHorizontalSpeed>
      <SmallJumpMinVerticalSpeed>0.06</SmallJumpMinVerticalSpeed>
      <SmallJumpMaxVerticalSpeed>0.08</SmallJumpMaxVerticalSpeed>
      <BigJumpHorizontalSpeed>0.1</BigJumpHorizontalSpeed>
      <BigJumpMinVerticalSpeed>0.17</BigJumpMinVerticalSpeed>
      <BigJumpMaxVerticalSpeed>0.22</BigJumpMaxVerticalSpeed>
      <MaxDrop>80</MaxDrop>
      <ReturnProbability>0.04</ReturnProbability>
      <MinTimeForSafeJump>100</MinTimeForSafeJump>
      <IsAimedWeapon>true</IsAimedWeapon>
      <IsPoweredWeapon>true</IsPoweredWeapon>
      <IsTargetingWeapon>false</IsTargetingWeapon>
      <IsControlledBomber>false</IsControlledBomber>
      <IsBomberWeapon>false</IsBomberWeapon>
      <IsDirectionalWeapon>true</IsDirectionalWeapon>
      <IsHoming>false</IsHoming>
      <IsLowGravity>true</IsLowGravity>
      <IsLaunchedFromWorm>true</IsLaunchedFromWorm>
      <HasAdjustableFuse>false</HasAdjustableFuse>
      <HasAdjustableBounce>false</HasAdjustableBounce>
      <HasAdjustableHerd>false</HasAdjustableHerd>
      <IsAffectedByGravity>true</IsAffectedByGravity>
      <IsAffectedByWind>true</IsAffectedByWind>
      <EndTurnImmediate>true</EndTurnImmediate>
      <ColliderFlags>128</ColliderFlags>
      <CameraId>PayloadTrackCamera</CameraId>
      <PayloadGraphicsResourceID>Bazooka.Payload</PayloadGraphicsResourceID>
      <Payload2ndGraphicsResourceID></Payload2ndGraphicsResourceID>
      <Scale>3</Scale>
      <Radius>8</Radius>
      <AnimTravel></AnimTravel>
      <AnimSmallJump>Run</AnimSmallJump>
      <AnimBigJump>Jump</AnimBigJump>
      <AnimArm></AnimArm>
      <AnimSplashdown>Run2Sink</AnimSplashdown>
      <AnimSink>Sink</AnimSink>
      <AnimIntermediate></AnimIntermediate>
      <AnimImpact></AnimImpact>
      <DirectionBlend>0.2</DirectionBlend>
      <FuseTimerGraphicOffset>7</FuseTimerGraphicOffset>
      <FuseTimerScale>8</FuseTimerScale>
      <BasePower>10</BasePower>
      <MaxPower>200</MaxPower>
      <MinTerminalVelocity>0</MinTerminalVelocity>
      <MaxTerminalVelocity>0</MaxTerminalVelocity>
      <LogicalLaunchZOffset>5</LogicalLaunchZOffset>
      <LogicalLaunchYOffset>0</LogicalLaunchYOffset>
      <OrientationOption>2</OrientationOption>
      <SpinSpeed>0</SpinSpeed>
      <InterPayloadDelay>0</InterPayloadDelay>
      <MinAimAngle>-1.57</MinAimAngle>
      <MaxAimAngle>1.57</MaxAimAngle>
      <DetonatesOnLandImpact>false</DetonatesOnLandImpact>
      <DetonatesOnExpiry>true</DetonatesOnExpiry>
      <DetonatesOnObjectImpact>false</DetonatesOnObjectImpact>
      <DetonatesOnWormImpact>false</DetonatesOnWormImpact>
      <DetonatesAtRest>false</DetonatesAtRest>
      <DetonatesOnFirePress>true</DetonatesOnFirePress>
      <DetonatesWhenCantJump>false</DetonatesWhenCantJump>
      <DetonateMultiEffect>1</DetonateMultiEffect>
      <WormCollideResponse>0</WormCollideResponse>
      <WormDamageMagnitude>75</WormDamageMagnitude>
      <ImpulseMagnitude>0.32</ImpulseMagnitude>
      <WormDamageRadius>100</WormDamageRadius>
      <LandDamageRadius>80</LandDamageRadius>
      <ImpulseRadius>130</ImpulseRadius>
      <ImpulseOffset>-45</ImpulseOffset>
      <Mass>0</Mass>
      <WormImpactDamage>0</WormImpactDamage>
      <MaxPowerUp></MaxPowerUp>
      <TangentialMinBounceDamping>0</TangentialMinBounceDamping>
      <ParallelMinBounceDamping>0</ParallelMinBounceDamping>
      <TangentialMaxBounceDamping>0</TangentialMaxBounceDamping>
      <ParallelMaxBounceDamping>0</ParallelMaxBounceDamping>
      <SkimsOnWater>false</SkimsOnWater>
      <MinSpeedForSkim>0</MinSpeedForSkim>
      <MaxAngleForSkim>0</MaxAngleForSkim>
      <SkimDamping x='0' y='0' z='0' />
      <SinkDepth>8</SinkDepth>
      <NumStrikeBombs>3</NumStrikeBombs>
      <NumBomblets>0</NumBomblets>
      <BombletMaxConeAngle>0</BombletMaxConeAngle>
      <BombletMaxSpeed>0</BombletMaxSpeed>
      <BombletMinSpeed>0</BombletMinSpeed>
      <BombletWeaponName></BombletWeaponName>
      <FxLocator>BubbleSpawn</FxLocator>
      <ArielFx>WXP_BazookaTrailPack</ArielFx>
      <DetonationFx>WXP_ExplosionX_Med</DetonationFx>
      <DetonationSfx>ExplosionRegular</DetonationSfx>
      <ExpiryFx></ExpiryFx>
      <SplashFx>WXP_WaterSplash</SplashFx>
      <SplishFx>WXP_WaterSmallSplash</SplishFx>
      <SinkingFx>WXP_UnderWaterBubbles</SinkingFx>
      <BounceFx>WXP_SheepBouncePoof</BounceFx>
      <StopFxAtRest>true</StopFxAtRest>
      <BounceSfx></BounceSfx>
      <PreDetonationSfx></PreDetonationSfx>
      <ArmSfx1Shot></ArmSfx1Shot>
      <ArmSfxLoop></ArmSfxLoop>
      <LaunchSfx>SheepBaa</LaunchSfx>
      <LoopSfx></LoopSfx>
      <BigJumpSfx>SheepBaa</BigJumpSfx>
      <WalkSfx></WalkSfx>
      <TrailBitmap></TrailBitmap>
      <TrailLocator1></TrailLocator1>
      <TrailLocator2></TrailLocator2>
      <TrailLength>0</TrailLength>
      <AttachedMesh>Bazooka.Flames</AttachedMesh>
      <AttachedMeshScale>4</AttachedMeshScale>
      <StartsArmed>true</StartsArmed>
      <ArmOnImpact>false</ArmOnImpact>
      <ArmingCourtesyTime>0</ArmingCourtesyTime>
      <PreDetonationTime>0</PreDetonationTime>
      <ArmingRadius>0</ArmingRadius>
      <LifeTime>30000</LifeTime>
      <IsFuseDisplayed>true</IsFuseDisplayed>
      <DisplayName>Text.kWeaponBazooka</DisplayName>
      <WeaponGraphicsResourceID>Bazooka.Weapon</WeaponGraphicsResourceID>
      <WeaponType>8</WeaponType>
      <DefaultPreference>0</DefaultPreference>
      <CurrentPreference>0</CurrentPreference>
      <LaunchDelay>0</LaunchDelay>
      <PostLaunchDelay>0</PostLaunchDelay>
      <FirstPersonOffset x='0' y='1' z='-0.5' />
      <FirstPersonScale x='0' y='0' z='0' />
      <FirstPersonFiringParticleEffect></FirstPersonFiringParticleEffect>
      <HoldParticleFX></HoldParticleFX>
      <DisplayInFirstPerson>false</DisplayInFirstPerson>
      <CanBeFiredWhenWormMoving>true</CanBeFiredWhenWormMoving>
      <RumbleLight>0</RumbleLight>
      <RumbleHeavy>0</RumbleHeavy>
      <CanBeUsedWhenTailNailed>false</CanBeUsedWhenTailNailed>
      <RetreatTimeOverride>-1</RetreatTimeOverride>
      <WXAnimDraw>DrawBazooka</WXAnimDraw>
      <WXAnimAim>AimBazooka</WXAnimAim>
      <WXAnimFire>FireBazooka</WXAnimFire>
      <WXAnimHolding>HoldSheep</WXAnimHolding>
      <WXAnimEndFire></WXAnimEndFire>
      <WXAnimTaunt>TauntSheep</WXAnimTaunt>
      <WXAnimTargetSelected></WXAnimTargetSelected>
    </JumpingPayloadWeaponPropertiesContainer>
Dzani
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Bazooka - yet to be finished Empty Re: Bazooka - yet to be finished

Post by Fireworm Sat Dec 11, 2010 9:55 pm

Yay, you tweaked!
Try using Fraps for recording.
What did the bazooka shoot?

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Post by Dzani Sat Dec 11, 2010 11:40 pm

The thing it usually does, that bullet or whatever it is, rocket . Didn't change that Very Happy
I tried fraps, but it creates just too big files. I could compress maybe with some software like Movie maker but it takes time. I'll find some solution anyway.
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Bazooka - yet to be finished Empty Re: Bazooka - yet to be finished

Post by Fireworm Sun Dec 12, 2010 2:26 am

I don't notice the file size that fraps creates. I just use it. Hope you find a solution. As for ideas, I can't really think of any to give atm.

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