Where could i change the effect with the "Weapon Sets"
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Where could i change the effect with the "Weapon Sets"
There is a effect in the Worm Pot with this "Weapons Set" for every Worm (for example Worm 1 got a Bazooka), how could i replace this, with a different effect, and how could i change the weaponsets of the worm? ;-)
napVpan- Standard Member
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Re: Where could i change the effect with the "Weapon Sets"
You might be able to change this in Wormpot.lua which is located in the scripts folder. I'm not sure, but is the name of the wormpot mode "worm specialists"?
Fireworm- Standard Member
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Re: Where could i change the effect with the "Weapon Sets"
[quote="Fireworm"]You might be able to change this in Wormpot.lua which is located in the scripts folder. I'm not sure, but is the name of the wormpot mode "worm specialists"?[/quote]
I think it was something like this. Ok i will try something but i really fail at tweating and i donĀ“t know the most words for the weapons.
E:/ I found this: well i think i have enough tweaking skills to change that, but do you have any Ideas what would be cool?
function SetSpecialistTeam(NumOfWorms, LocalTeamIndex)
local WormIndex = 0
local WormContainerName = lib_GetWormContainerName(WormIndex)
local CurrentWorm = 1
local SpecialistWormTypeTable = { 0,1,1,5,5,5, 0,2,3,6,6,6, 0,0,4,3,3,3, 0,0,0,4,4,4, 0,0,0,0,6,6, 0,0,0,0,0,3 }
local Index = 0
local SpecialistWormType = 0
if NumOfWorms > 1 then
while WormContainerName ~= "" do
local WormLock, WormContainer = EditContainer(WormContainerName)
if WormContainer.TeamIndex == LocalTeamIndex then
local InventoryLock, Inventory = EditContainer(lib_GetTeamInventoryName(LocalTeamIndex))
index = ((CurrentWorm - 1) * 6 ) + NumOfWorms
SpecialistWormType = SpecialistWormTypeTable[index]
if SpecialistWormType > 0 then
-- Firstly disable all this worms weapons
DisallowAllWeapons(WormContainer)
-- Now enable the appropriate weapons for the worm type
if SpecialistWormType == 3 or SpecialistWormType == 2 then
-- Melee
WormContainer.AllowShotgun = 1
WormContainer.AllowAirstrike = 1
WormContainer.AllowLandmine = 1
WormContainer.AllowFirePunch = 1
WormContainer.AllowProd = 1
Inventory.Shotgun = -1
Inventory.Airstrike = 1
Inventory.Landmine = 2
Inventory.FirePunch = -1
Inventory.Prod = -1
end
if SpecialistWormType == 4 or SpecialistWormType == 2 then
-- Engineer
WormContainer.AllowNinjaRope = 1
WormContainer.AllowGirder = 1
WormContainer.AllowDynamite = 1
WormContainer.AllowParachute = 1
WormContainer.AllowBaseballBat = 1
WormContainer.AllowSheep = 1
WormContainer.AllowTeleport = 1
Inventory.NinjaRope = 5
Inventory.Girder = 3
Inventory.Dynamite = 1
Inventory.Parachute = 2
Inventory.BaseballBat = 1
Inventory.Sheep = 1
Inventory.Teleport = 2
end
if SpecialistWormType == 5 or SpecialistWormType == 1 then
-- CANNONADE
WormContainer.AllowBazooka = 1
WormContainer.AllowHomingMissile = 1
Inventory.Bazooka = -1
Inventory.HomingMissile = 1
end
if SpecialistWormType == 6 or SpecialistWormType == 1 then
-- Grenadier
WormContainer.AllowGrenade = 1
WormContainer.AllowClusterGrenade = 1
Inventory.Grenade = -1
Inventory.ClusterGrenade = 3
end
end
CloseContainer(InventoryLock)
CurrentWorm = CurrentWorm + 1
if CurrentWorm > NumOfWorms then
CloseContainer(WormLock)
local DelayLock, DelayContainer = EditContainer("Inventory.WeaponDelays.Default")
DelayContainer.HomingMissile = 1
DelayContainer.Airstrike = 5
CloseContainer(DelayLock)
-- Setup Default Weapon Delays
local index
for index = 0,3 do
lib_SetupTeamWeaponDelays(index, "Inventory.WeaponDelays.Default")
end
break
end
end
CloseContainer(WormLock)
WormIndex = WormIndex + 1
WormContainerName = lib_GetWormContainerName(WormIndex)
end
end
end
I think it was something like this. Ok i will try something but i really fail at tweating and i donĀ“t know the most words for the weapons.
E:/ I found this: well i think i have enough tweaking skills to change that, but do you have any Ideas what would be cool?
function SetSpecialistTeam(NumOfWorms, LocalTeamIndex)
local WormIndex = 0
local WormContainerName = lib_GetWormContainerName(WormIndex)
local CurrentWorm = 1
local SpecialistWormTypeTable = { 0,1,1,5,5,5, 0,2,3,6,6,6, 0,0,4,3,3,3, 0,0,0,4,4,4, 0,0,0,0,6,6, 0,0,0,0,0,3 }
local Index = 0
local SpecialistWormType = 0
if NumOfWorms > 1 then
while WormContainerName ~= "" do
local WormLock, WormContainer = EditContainer(WormContainerName)
if WormContainer.TeamIndex == LocalTeamIndex then
local InventoryLock, Inventory = EditContainer(lib_GetTeamInventoryName(LocalTeamIndex))
index = ((CurrentWorm - 1) * 6 ) + NumOfWorms
SpecialistWormType = SpecialistWormTypeTable[index]
if SpecialistWormType > 0 then
-- Firstly disable all this worms weapons
DisallowAllWeapons(WormContainer)
-- Now enable the appropriate weapons for the worm type
if SpecialistWormType == 3 or SpecialistWormType == 2 then
-- Melee
WormContainer.AllowShotgun = 1
WormContainer.AllowAirstrike = 1
WormContainer.AllowLandmine = 1
WormContainer.AllowFirePunch = 1
WormContainer.AllowProd = 1
Inventory.Shotgun = -1
Inventory.Airstrike = 1
Inventory.Landmine = 2
Inventory.FirePunch = -1
Inventory.Prod = -1
end
if SpecialistWormType == 4 or SpecialistWormType == 2 then
-- Engineer
WormContainer.AllowNinjaRope = 1
WormContainer.AllowGirder = 1
WormContainer.AllowDynamite = 1
WormContainer.AllowParachute = 1
WormContainer.AllowBaseballBat = 1
WormContainer.AllowSheep = 1
WormContainer.AllowTeleport = 1
Inventory.NinjaRope = 5
Inventory.Girder = 3
Inventory.Dynamite = 1
Inventory.Parachute = 2
Inventory.BaseballBat = 1
Inventory.Sheep = 1
Inventory.Teleport = 2
end
if SpecialistWormType == 5 or SpecialistWormType == 1 then
-- CANNONADE
WormContainer.AllowBazooka = 1
WormContainer.AllowHomingMissile = 1
Inventory.Bazooka = -1
Inventory.HomingMissile = 1
end
if SpecialistWormType == 6 or SpecialistWormType == 1 then
-- Grenadier
WormContainer.AllowGrenade = 1
WormContainer.AllowClusterGrenade = 1
Inventory.Grenade = -1
Inventory.ClusterGrenade = 3
end
end
CloseContainer(InventoryLock)
CurrentWorm = CurrentWorm + 1
if CurrentWorm > NumOfWorms then
CloseContainer(WormLock)
local DelayLock, DelayContainer = EditContainer("Inventory.WeaponDelays.Default")
DelayContainer.HomingMissile = 1
DelayContainer.Airstrike = 5
CloseContainer(DelayLock)
-- Setup Default Weapon Delays
local index
for index = 0,3 do
lib_SetupTeamWeaponDelays(index, "Inventory.WeaponDelays.Default")
end
break
end
end
CloseContainer(WormLock)
WormIndex = WormIndex + 1
WormContainerName = lib_GetWormContainerName(WormIndex)
end
end
end
napVpan- Standard Member
- Posts : 45
Activity Points : 52
Reputation : 0
Join date : 2011-01-29
Age : 30
Location : Germany
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