Worms 4 and Ultimate Mayhem tweaking mods
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Hells' Weapons

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Hells' Weapons Empty Hells' Weapons

Post by Snowy Thu Dec 16, 2010 7:26 pm

These were made by HellsGuardian and me a long time ago.

Video: https://www.youtube.com/watch?v=ZdOR6avNBqo

Annihilation
Code:
<Name>Annihilation</Name>
<Type>0</Type>
<Detonate>2</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>100000</RetreatTime>
<WormDamageRadius>1</WormDamageRadius>
<WormDamageMagnitude>1</WormDamageMagnitude>
<LandDamageRadius>0</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>0</Push>
<FuseTime>-100000</FuseTime>
<CameraId>FloodCamera</CameraId>
<GraphicalResourceID>Factory.RayGunBody1</GraphicalResourceID>
<GraphicalResourceID>Factory.RayGunBarrel</GraphicalResourceID>
<GraphicalResourceID>Factory.RevolverGunButt</GraphicalResourceID>
<GraphicalResourceID>Factory.RayGunSight</GraphicalResourceID>
<GraphicalLocatorID>RAY_GUN_body_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_barrel_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_butt_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_sight_root_locator</GraphicalLocatorID>
<LaunchFX>WXP_Skulls_GasCloud</LaunchFX>
<ArielFX>WXP_Alien_ABD_Grnd_Effect</ArielFX>
<DetonationFX>WXP_Skulls_GasCloud</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>2</ProjectileNumClusters>
<ProjectileMaxPower>4</ProjectileMaxPower>
<ClusterSpread>1</ClusterSpread>
<ClusterMaxSpeed>20</ClusterMaxSpeed>
</WeaponFactoryContainer>
<Name></Name>
<Type>1</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>10000</RetreatTime>
<WormDamageRadius>5</WormDamageRadius>
<WormDamageMagnitude>30</WormDamageMagnitude>
<LandDamageRadius>5</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>5</Push>
<FuseTime>-1</FuseTime>
<LaunchFX>WXP_AlienWarpGate</LaunchFX>
<ArielFX>WXP_AlienWarpGate</ArielFX>
<DetonationFX>WXP_AlienWarpGate</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>2</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>3</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>

Comet Rain
Code:
<Name>Comet Rain</Name>
<Type>0</Type>
<Detonate>2</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>1</RetreatTime>
<WormDamageRadius>0</WormDamageRadius>
<WormDamageMagnitude>0</WormDamageMagnitude>
<LandDamageRadius>0</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>0</Push>
<FuseTime>-1</FuseTime>
<GraphicalResourceID>Factory.RevolverGunBody</GraphicalResourceID>
<GraphicalResourceID>Factory.RevolverGunBarrel</GraphicalResourceID>
<GraphicalResourceID>Factory.TankGunButt</GraphicalResourceID>
<GraphicalResourceID>Factory.RevolverGunSight1</GraphicalResourceID>
<GraphicalLocatorID>REVOLVER_GUN_body_locator</GraphicalLocatorID>
<GraphicalLocatorID>REVOLVER_GUN_barrel_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>REVOLVER_GUN_butt_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>REVOLVER_GUN_sight_root_locator</GraphicalLocatorID>
<LaunchFX>WXPF_GreenGlowBigBang</LaunchFX>
<ArielFX>WXP_HomingMissileGlow</ArielFX>
<DetonationFX>WXP_ExplosionX_Med</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>40</ProjectileNumClusters>
<ProjectileMaxPower>3.5</ProjectileMaxPower>
<ClusterSpread>4</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
<WeaponFactoryContainer>
<Name></Name>
<Type>1</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>0</RetreatTime>
<WormDamageRadius>1</WormDamageRadius>
<WormDamageMagnitude>1</WormDamageMagnitude>
<LandDamageRadius>80</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>10</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX>WXP_HomingMissileGlow</ArielFX>
<DetonationFX>WXP_ExploCluster</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>10</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>

SM Gun
Code:
<Name>SM Gun</Name>
<Type>0</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>10</RetreatTime>
<WormDamageRadius>12</WormDamageRadius>
<WormDamageMagnitude>75</WormDamageMagnitude>
<LandDamageRadius>6</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>4</Push>
<FuseTime>-1</FuseTime>
<GraphicalResourceID>Factory.RayGunBody1</GraphicalResourceID>
<GraphicalResourceID>Factory.RayGunBarrel1</GraphicalResourceID>
<GraphicalResourceID>Factory.RayGunButt1</GraphicalResourceID>
<GraphicalResourceID>Factory.RayGunSight1</GraphicalResourceID>
<GraphicalLocatorID>RAY_GUN_body_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_barrel_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_butt_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_sight_root_locator</GraphicalLocatorID>
<LaunchFX>WXP_AlienWarpGate</LaunchFX>
<ArielFX>WXP_AlienWarpGate</ArielFX>
<DetonationFX>WXP_AlienWarpGate</DetonationFX>
<PayloadResourceId>0</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>10</ProjectileNumClusters>
<ProjectileMaxPower>3</ProjectileMaxPower>
<ClusterSpread>0</ClusterSpread>
<ClusterMaxSpeed>1</ClusterMaxSpeed>
<Name></Name>
<Type>1</Type>
<Detonate>3</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>0</RetreatTime>
<WormDamageRadius>4</WormDamageRadius>
<WormDamageMagnitude>75</WormDamageMagnitude>
<LandDamageRadius>3</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>3</Push>
<FuseTime>-1</FuseTime>
<LaunchFX>WXP_AlienWarpGate</LaunchFX>
<ArielFX>WXP_AlienWarpGate</ArielFX>
<DetonationFX>WXP_AlienWarpGate</DetonationFX>
<PayloadResourceId>28</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>2</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>

Murk Calamity
Code:
<Name>Murk Calamity</Name>
<Type>0</Type>
<Detonate>0</Detonate>
<DetonatesOnFirePress>true</DetonatesOnFirePress>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>true</Poison>
<RetreatTime>-1</RetreatTime>
<WormDamageRadius>9</WormDamageRadius>
<WormDamageMagnitude>9</WormDamageMagnitude>
<LandDamageRadius>9</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>5</Push>
<FuseTime>-1</FuseTime>
<GraphicalResourceID>Factory.BlasterGunBody1</GraphicalResourceID>
<GraphicalResourceID>Factory.BlasterGunBarrel1</GraphicalResourceID>
<GraphicalResourceID>Factory.BlasterGunButt1</GraphicalResourceID>
<GraphicalResourceID>Factory.BlasterGunSight1</GraphicalResourceID>
<GraphicalLocatorID>BLASTER_GUN_body_locator</GraphicalLocatorID>
<GraphicalLocatorID>BLASTER_GUN_barrel_root_locato r</GraphicalLocatorID>
<GraphicalLocatorID>BLASTER_GUN_butt_root_locato r</GraphicalLocatorID>
<GraphicalLocatorID>BLASTER_GUN_sight_root_locator </GraphicalLocatorID>
<LaunchFX>WXP_StormCloud</LaunchFX>
<ArielFX>WXP_StormCloud</ArielFX>
<DetonationFX>WXPA_Night</DetonationFX>
<PayloadResourceId>54</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>18</ProjectileNumClusters>
<ProjectileMaxPower>3</ProjectileMaxPower>
<ClusterSpread>0.3</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
<Name></Name>
<Type>1</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>0</RetreatTime>
<WormDamageRadius>9</WormDamageRadius>
<WormDamageMagnitude>9</WormDamageMagnitude>
<LandDamageRadius>9</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>4</Push>
<FuseTime>-1</FuseTime>
<LaunchFX>WXPA_Night</LaunchFX>
<ArielFX>WXP_StormCloud</ArielFX>
<DetonationFX>WXP_StormCloud</DetonationFX>
<PayloadResourceId>54</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>0.5</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
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Hells' Weapons Empty Re: Hells' Weapons

Post by Dzani Thu Dec 16, 2010 7:34 pm

Great weapons Snowy Smile I didn't know you participated too. Thanks for sharing.

I just noticed

Code:


<LaunchFX>WXPA_Night</LaunchFX>

<LaunchFX>WXP_AlienWarpGate</LaunchFX>

<LaunchFX>WXPF_GreenGlowBigBang</LaunchFX>

<LaunchFX>WXP_Skulls_GasCloud</LaunchFX>


so <LaunchFX> actually is able to store effects.
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Hells' Weapons Empty Re: Hells' Weapons

Post by Snowy Thu Dec 16, 2010 7:54 pm

Yes i do:) haha and I was reading a post on the official forums, and Kilburn said that LaunchFx and DetonationFx never did anything on team weapons. :/
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Hells' Weapons Empty Re: Hells' Weapons

Post by Dzani Thu Dec 16, 2010 9:26 pm

I just picked your SM weapon code and did some quick experiment with particle effects, actually colors. I haven't been doing this for a long time. And yeah, it came out pretty funny Very Happy Take a look

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Hells' Weapons Empty Re: Hells' Weapons

Post by Snowy Thu Dec 16, 2010 10:05 pm

Hahaha nice! not only did you obliterate the entire map, but you did it with a colorful "touch".... haha 10/10! Smile
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Hells' Weapons Empty Re: Hells' Weapons

Post by Colleman Sat Feb 26, 2011 12:31 pm

Hello, i am new here,

how can i add this weapons?? Shall i copy the code in the local.xml or what? Sry when i ask No

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Hells' Weapons Empty Re: Hells' Weapons

Post by Dzani Sat Feb 26, 2011 12:36 pm

Yeah, it should be copied to local.xml but not anywhere. There is tutorial for that somewhere around the site, but anyway I'll try to show you in next few days here.
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Hells' Weapons Empty Re: Hells' Weapons

Post by No Fear Sat Feb 26, 2011 3:54 pm

If you want the weapon to Detonate on mouse click , simply set num 2 in between >< Symbols

hey guys i discovered another cool thing long time ago if you want to place objects (like burger,skull,morning star) to weapon or the clusters open the game go to the weapons factory and choose the weapon type >grenade< then open the objects list and then count from the >TOP< of the list until you find your object but if you set the number of your object you won't see the object that you wanted ,

Solution: simply add 2 to the object number , for example: you will find the morning star num is 34 but if placed it in between >< symbols you wont see the right object that you wanted just add 2 to the object's number so the morning star id is 36 , That's All

dzani can you tell me how you made the colors ?
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Hells' Weapons Empty Re: Hells' Weapons

Post by Dzani Sat Feb 26, 2011 11:13 pm

Starting from next week I will.
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Hells' Weapons Empty How to insert weapons???

Post by kubinator Thu Mar 03, 2011 3:48 pm

HELP!!!
How to insert weapons to worms 4?
I tried to insert weapons there, where the bazooka or grenade is, but the game crashed at the end of loading!!!
I wanted to insert this:
Code:
<Name>Comet Rain</Name>
<Type>0</Type>
<Detonate>2</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>1</RetreatTime>
<WormDamageRadius>0</WormDamageRadius>
<WormDamageMagnitude>0</WormDamageMagnitude>
<LandDamageRadius>0</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>0</Push>
<FuseTime>-1</FuseTime>
<GraphicalResourceID>Factory.RevolverGunBody</GraphicalResourceID>
<GraphicalResourceID>Factory.RevolverGunBarrel</GraphicalResourceID>
<GraphicalResourceID>Factory.TankGunButt</GraphicalResourceID>
<GraphicalResourceID>Factory.RevolverGunSight1</GraphicalResourceID>
<GraphicalLocatorID>REVOLVER_GUN_body_locator</GraphicalLocatorID>
<GraphicalLocatorID>REVOLVER_GUN_barrel_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>REVOLVER_GUN_butt_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>REVOLVER_GUN_sight_root_locator</GraphicalLocatorID>
<LaunchFX>WXPF_GreenGlowBigBang</LaunchFX>
<ArielFX>WXP_HomingMissileGlow</ArielFX>
<DetonationFX>WXP_ExplosionX_Med</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>40</ProjectileNumClusters>
<ProjectileMaxPower>3.5</ProjectileMaxPower>
<ClusterSpread>4</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
<WeaponFactoryContainer>
<Name></Name>
<Type>1</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>0</RetreatTime>
<WormDamageRadius>1</WormDamageRadius>
<WormDamageMagnitude>1</WormDamageMagnitude>
<LandDamageRadius>80</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>10</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX>WXP_HomingMissileGlow</ArielFX>
<DetonationFX>WXP_ExploCluster</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>10</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
But it crashed. No

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Hells' Weapons Empty Re: Hells' Weapons

Post by napVpan Thu Mar 03, 2011 5:44 pm

kubinator wrote:HELP!!!
How to insert weapons to worms 4?
I tried to insert weapons there, where the bazooka or grenade is, but the game crashed at the end of loading!!!

You need local.xml I prefer just replacing a given weapon just with filling other words in. You will find the right place to insert it, if your will press Ctrl+F and search for "HomingAvoidLand" (because there are more places where "Name" stands) then you know where to replace.
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Hells' Weapons Empty Re: Hells' Weapons

Post by Amin Fri Jul 15, 2011 8:31 am

where should i copy this code???
can you all teach me how to insert this code....
plz.. Sad Sad Sad :?: :?: :?:
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