Bazooka - yet to be finished
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Bazooka - yet to be finished
I kinda wanted to see how bad and rusty I got with tweaking, and I can say, wow amazingly bad 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.
I had to record this with phone because I am having problems recording this with software ( gamecam and others ) .
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.
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>
Re: Bazooka - yet to be finished
Yay, you tweaked!
Try using Fraps for recording.
What did the bazooka shoot?
Try using Fraps for recording.
What did the bazooka shoot?
Fireworm- Standard Member
- Posts : 493
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Join date : 2010-01-27
Age : 29
Re: Bazooka - yet to be finished
The thing it usually does, that bullet or whatever it is, rocket . Didn't change that
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.
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.
Re: Bazooka - yet to be finished
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.
Fireworm- Standard Member
- Posts : 493
Activity Points : 622
Reputation : 88
Join date : 2010-01-27
Age : 29
Worms 4 and Ultimate Mayhem tweaking mods :: 3D PC games // Tweaking that we major in :: Worms 4 mayhem :: Worms 4 Tweaks :: Tweaks
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