Worms 4 and Ultimate Mayhem tweaking mods
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Add Weapons

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Midboy
hackyworm
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Add Weapons Empty Add Weapons

Post by SpawnHyuuga Fri Dec 25, 2009 11:36 pm

Is there any way to add or replace weapons? Or to reinstate old weapons, like this pipe (*fix) bomb I keep hearing about. (I'm trying to find the link >Sad]

Can I get a re-upload of map maker, at least if it's somewhat simple to use...?

Also does anyone have a download of the sound bank editor?

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Add Weapons Empty Re: Add Weapons

Post by Dzani Sat Dec 26, 2009 5:57 pm

As far as I know, there is no way to add weapons. Pipe gun
Add Weapons Pipegu10
Apparently, they wanted to add this weapon in game but insufficient data is found in worms 4 mayhem folder.
Only this picture and few more lines in tweak folder. They dropped it off project.
You can only edit weapons, play with their effects. You can for example make bazooka shoot sheeps and make shotgun shot unilimited number of times.
If you dont know how to tweak visit this section of our forum

https://worms4mayhem.forumotion.com/frequently-asked-questions-faq-f5/

Map editor.

http://www.fileflyer.com/view/EiNPlAC

t's very simple to use. If you have any questions regarding to use of map editor feel free to post here.
Also, feel free to post your maps on our website.

Update to post : There is a way to add custom weapons, like ones made in weapon factory. You can tweak them as you want, they can be as powerful as you want. Tutorial coming soon !
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Add Weapons Empty Re: Add Weapons

Post by Fireworm Fri Feb 05, 2010 8:40 pm

So how long will this 'soon' take?

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Add Weapons Empty Re: Add Weapons

Post by Dzani Fri Feb 05, 2010 11:00 pm

This is done in Local.xml

Each of weapon must be "registered" in this script:

<WeaponFactoryCollective id='DATA.LockedWeapons-0'>
<Weapons href='DATA.LockedWeapons-1'/>
<Weapons href='DATA.LockedWeapons-4'/>
<Weapons href='DATA.LockedWeapons-7'/>
<Weapons href='DATA.LockedWeapons-10'/>
<Weapons href='DATA.LockedWeapons-13'/>
<Weapons href='DATA.LockedWeapons-16'/>
<Weapons href='DATA.LockedWeapons-19'/>
<Weapons href='DATA.LockedWeapons-22'/>
</WeaponFactoryCollective>

Here we can see that each weapon absorbs 3 numbers. (1,4,7,10...)
To add new weapon first we have to add line here with new number.

22 is last so next line will be 25.

<WeaponFactoryCollective id='DATA.LockedWeapons-0'>
<Weapons href='DATA.LockedWeapons-1'/>
<Weapons href='DATA.LockedWeapons-4'/>
<Weapons href='DATA.LockedWeapons-7'/>
<Weapons href='DATA.LockedWeapons-10'/>
<Weapons href='DATA.LockedWeapons-13'/>
<Weapons href='DATA.LockedWeapons-16'/>
<Weapons href='DATA.LockedWeapons-19'/>
<Weapons href='DATA.LockedWeapons-22'/>
<Weapons href='DATA.LockedWeapons-25'/>
</WeaponFactoryCollective>

After we "register" a weapon, we have to paste weapon script after last weapon script:

<StoreWeaponFactory id='DATA.LockedWeapons-25'> - the "registration" number
<StockWeapon>true</StockWeapon>
<Weapon href='DATA.LockedWeapons-26'/> - number of script
<Cluster href='DATA.LockedWeapons-27'/> - number of cluster script
</StoreWeaponFactory>
<WeaponFactoryContainer id='DATA.LockedWeapons-26'> - here paste script number
<Name>Meteorite</Name>
<Type>0</Type>
<Detonate>0</Detonate>
<Homing>true</Homing>
<HomingAvoidLand>true</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>10</RetreatTime>
<WormDamageRadius>6</WormDamageRadius>
<WormDamageMagnitude>6</WormDamageMagnitude>
<LandDamageRadius>5</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>1</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></LaunchFX>
<ArielFX>WXP_PlasmaGlow</ArielFX>
<DetonationFX>WXP_ExplosionX_Med</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>3.5</ProjectileMaxPower>
<ClusterSpread>0</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
<WeaponFactoryContainer id='DATA.LockedWeapons-27'> - here paste cluster number
<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>1</WormDamageRadius>
<WormDamageMagnitude>1</WormDamageMagnitude>
<LandDamageRadius>8</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>2</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX></ArielFX>
<DetonationFX>WXP_ExploCluster</DetonationFX>
<PayloadResourceId>28</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>20</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>


To add next weapon we repeat same procedure with new numbers.
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Add Weapons Empty Re: Add Weapons

Post by Fireworm Wed Mar 03, 2010 8:33 am

Oh yah. I know how to do some of this. Now if only we know a way to add a new weapon and add it to the ingame weapon panel. I think it is possible cause I thought I remember seeing it on a youtube video before.


Last edited by Iceworm on Thu Mar 04, 2010 9:24 am; edited 1 time in total

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Add Weapons Empty Re: Add Weapons

Post by Dzani Wed Mar 03, 2010 3:33 pm

I think it is possible and isn't difficult. And I think I know how to do it. Will let you know later how I did.
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Add Weapons Empty Re: Add Weapons

Post by Fireworm Fri Mar 05, 2010 9:59 pm

Ok, I'll be waiting for it. Hope it won't take to long for you to do. Very Happy

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Add Weapons Empty Re: Add Weapons

Post by hackyworm Sun May 16, 2010 8:45 am

I made it like you told now i have about 13 super weapon
so cool! Very Happy

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Add Weapons Empty Re: Add Weapons

Post by hackyworm Sun May 16, 2010 12:17 pm

This is one fo my weapon script
<StoreWeaponFactory id='DATA.LockedWeapons-22'>
<StockWeapon>false</StockWeapon>
<Weapon href='DATA.LockedWeapons-23'/>
<Cluster href='DATA.LockedWeapons-24'/>
</StoreWeaponFactory>
<WeaponFactoryContainer id='DATA.LockedWeapons-23'>
<Name>Armageddon</Name>
<Type>0</Type>
<Detonate>2</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>-1</RetreatTime>
<WormDamageRadius>4</WormDamageRadius>
<WormDamageMagnitude>6</WormDamageMagnitude>
<LandDamageRadius>0</LandDamageRadius>
<ProjectileCollisionRadius>5</ProjectileCollisionRadius>
<Push>1</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></LaunchFX>
<ArielFX>WXP_PlasmaGlow</ArielFX>
<DetonationFX>WXP_ExplosionX_Med</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>35</ProjectileNumClusters>
<ProjectileMaxPower>3.70</ProjectileMaxPower>
<ClusterSpread>2.35</ClusterSpread>
<ClusterMaxSpeed>1.7</ClusterMaxSpeed>
</WeaponFactoryContainer>
<WeaponFactoryContainer id='DATA.LockedWeapons-24'>
<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>0.5</WormDamageRadius>
<WormDamageMagnitude>0.30</WormDamageMagnitude>
<LandDamageRadius>55</LandDamageRadius>
<ProjectileCollisionRadius>3.5</ProjectileCollisionRadius>
<Push>0.1</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX>WXP_PlasmaGlow</ArielFX>
<DetonationFX>WXP_ExploCluster</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>0</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>

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Add Weapons Empty Re: Add Weapons

Post by Dzani Sun May 16, 2010 12:30 pm

Great work hackyworm Smile
Thanks for sharing your tweaks , keep it up Smile
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Add Weapons Empty Re: Add Weapons

Post by Midboy Thu May 27, 2010 1:50 pm

doesnt work for me 😢
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Add Weapons Empty Re: Add Weapons

Post by Dzani Thu May 27, 2010 2:26 pm

Midboy wrote:doesnt work for me 😢

Can you copy and paste what you wrote in Local.xml
It has to work if done correctly. We'll help you to make it work.
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Add Weapons Empty Re: Add Weapons

Post by Midboy Thu May 27, 2010 3:01 pm

well i delet it and replace it cuz i i couldn't run the game with this local
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Add Weapons Empty Re: Add Weapons

Post by Midboy Thu May 27, 2010 3:19 pm

Here i did it again and its not working i cant even run the game
<WeaponFactoryCollective id='DATA.LockedWeapons-0'>
<Weapons href='DATA.LockedWeapons-1'/>
<Weapons href='DATA.LockedWeapons-4'/>
<Weapons href='DATA.LockedWeapons-7'/>
<Weapons href='DATA.LockedWeapons-10'/>
<Weapons href='DATA.LockedWeapons-13'/>
<Weapons href='DATA.LockedWeapons-16'/>
<Weapons href='DATA.LockedWeapons-19'/>
<Weapons href='DATA.LockedWeapons-22'/>
</WeaponFactoryCollective>
<StoreWeaponFactory id='DATA.LockedWeapons-22'>
<StockWeapon>true</StockWeapon>
<Weapon href='DATA.LockedWeapons-23'/>
<Cluster href='DATA.LockedWeapons-24'/>
</StoreWeaponFactory>
<WeaponFactoryContainer id='DATA.LockedWeapons-2'>
<Name>FETXT.WEAPON</Name>
<Type>0</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>5</RetreatTime>
<WormDamageRadius>1.55</WormDamageRadius>
<WormDamageMagnitude>1.55</WormDamageMagnitude>
<LandDamageRadius>1</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>1</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX></ArielFX>
<DetonationFX>WXP_ExplosionX_Med</DetonationFX>
<PayloadResourceId>55</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>2</ProjectileNumClusters>
<ProjectileMaxPower>0.5</ProjectileMaxPower>
<ClusterSpread>0.8</ClusterSpread>
<ClusterMaxSpeed>1</ClusterMaxSpeed>
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Add Weapons Empty Re: Add Weapons

Post by Dzani Thu May 27, 2010 11:11 pm

Midboy wrote:Here i did it again and its not working i cant even run the game
<WeaponFactoryCollective id='DATA.LockedWeapons-0'>
<Weapons href='DATA.LockedWeapons-1'/>
<Weapons href='DATA.LockedWeapons-4'/>
<Weapons href='DATA.LockedWeapons-7'/>
<Weapons href='DATA.LockedWeapons-10'/>
<Weapons href='DATA.LockedWeapons-13'/>
<Weapons href='DATA.LockedWeapons-16'/>
<Weapons href='DATA.LockedWeapons-19'/>
<Weapons href='DATA.LockedWeapons-22'/>
</WeaponFactoryCollective>
<StoreWeaponFactory id='DATA.LockedWeapons-22'>
<StockWeapon>true</StockWeapon>
<Weapon href='DATA.LockedWeapons-23'/>
<Cluster href='DATA.LockedWeapons-24'/>
</StoreWeaponFactory>
<WeaponFactoryContainer id='DATA.LockedWeapons-2'>
<Name>FETXT.WEAPON</Name>
<Type>0</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>5</RetreatTime>
<WormDamageRadius>1.55</WormDamageRadius>
<WormDamageMagnitude>1.55</WormDamageMagnitude>
<LandDamageRadius>1</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>1</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX></ArielFX>
<DetonationFX>WXP_ExplosionX_Med</DetonationFX>
<PayloadResourceId>55</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>2</ProjectileNumClusters>
<ProjectileMaxPower>0.5</ProjectileMaxPower>
<ClusterSpread>0.8</ClusterSpread>
<ClusterMaxSpeed>1</ClusterMaxSpeed>
Try changing this line
<WeaponFactoryContainer id='DATA.LockedWeapons-2'>
into this
<WeaponFactoryContainer id='DATA.LockedWeapons-23'>
Also this has to go after last weapon factory container ( that is 21 , because yours is 22) and before this line
<XContainerResourceDetails id='DefInputMapping'>
in local.xml.
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Add Weapons Empty Re: Add Weapons

Post by BboyZulu Fri Jul 02, 2010 3:52 pm

Help, when I try to assign my created weapon, the game stops, my question is: why? :scratch:
The script is this:
<StoreWeaponFactory id='DATA.LockedWeapons-25'>
<StockWeapon>true</StockWeapon>
<Weapon href='DATA.LockedWeapons-26'/>
<Cluster href='DATA.LockedWeapons-27'/>
</StoreWeaponFactory>
<WeaponFactoryContainer id='DATA.LockedWeapons-26'>
<Name>Shaka Zulu</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>1</WormDamageRadius>
<WormDamageMagnitude>80</WormDamageMagnitude>
<LandDamageRadius>1.3</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>0</Push>
<FuseTime>-1</FuseTime>
<GraphicalResourceID>HomingMissile.Weapon</GraphicalResourceID>
<GraphicalResourceID>HomingMissile.Weapon</GraphicalResourceID>
<GraphicalResourceID>HomingMissile.Weapon</GraphicalResourceID>
<GraphicalResourceID>HomingMissile.Weapon</GraphicalResourceID>
<GraphicalLocatorID>HomingMissile.Weapon</GraphicalLocatorID>
<GraphicalLocatorID>HomingMissile.Weapon</GraphicalLocatorID>
<GraphicalLocatorID>HomingMissile.Weapon</GraphicalLocatorID>
<GraphicalLocatorID>HomingMissile.Weapon</GraphicalLocatorID>
<LaunchFX>WXP_BangTrailsLarge</LaunchFX>
<ArielFX>WXP_Bonfire</ArielFX>
<DetonationFX>TwkEdVer.PART_LIGHTNING</DetonationFX>
<PayloadResourceId>53</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>30</ProjectileNumClusters>
<ProjectileMaxPower>6</ProjectileMaxPower>
<ClusterSpread>3</ClusterSpread>
<ClusterMaxSpeed>3</ClusterMaxSpeed>
<ClusterMinSpeed>3</ClusterMinSpeed>
</WeaponFactoryContainer>
<WeaponFactoryContainer id='DATA.LockedWeapons-27'>
<Name></Name>
<Type>1</Type>
<Detonate>LandImpact</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>0</RetreatTime>
<WormDamageRadius>2</WormDamageRadius>
<WormDamageMagnitude>75</WormDamageMagnitude>
<LandDamageRadius>60</LandDamageRadius>
<ProjectileCollisionRadius>2</ProjectileCollisionRadius>
<Push>0</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX>WXP_BazookaTrailPack</ArielFX>
<DetonationFX>WXP_ElectricLightningMesh</DetonationFX>
<PayloadResourceId>54</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>3.5</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>

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Add Weapons Empty Re: Add Weapons

Post by Dzani Sat Jul 03, 2010 2:31 pm

Sorry for taking this long, I'm going to check it today and let you know.
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Add Weapons Empty Re: Add Weapons

Post by AfterWorm29 Tue Oct 12, 2010 3:45 pm

Dzani wrote:This is done in Local.xml

Each of weapon must be "registered" in this script:

<WeaponFactoryCollective id='DATA.LockedWeapons-0'>
<Weapons href='DATA.LockedWeapons-1'/>
<Weapons href='DATA.LockedWeapons-4'/>
<Weapons href='DATA.LockedWeapons-7'/>
<Weapons href='DATA.LockedWeapons-10'/>
<Weapons href='DATA.LockedWeapons-13'/>
<Weapons href='DATA.LockedWeapons-16'/>
<Weapons href='DATA.LockedWeapons-19'/>
<Weapons href='DATA.LockedWeapons-22'/>
</WeaponFactoryCollective>

Here we can see that each weapon absorbs 3 numbers. (1,4,7,10...)
To add new weapon first we have to add line here with new number.

22 is last so next line will be 25.

<WeaponFactoryCollective id='DATA.LockedWeapons-0'>
<Weapons href='DATA.LockedWeapons-1'/>
<Weapons href='DATA.LockedWeapons-4'/>
<Weapons href='DATA.LockedWeapons-7'/>
<Weapons href='DATA.LockedWeapons-10'/>
<Weapons href='DATA.LockedWeapons-13'/>
<Weapons href='DATA.LockedWeapons-16'/>
<Weapons href='DATA.LockedWeapons-19'/>
<Weapons href='DATA.LockedWeapons-22'/>
<Weapons href='DATA.LockedWeapons-25'/>
</WeaponFactoryCollective>

After we "register" a weapon, we have to paste weapon script after last weapon script:

<StoreWeaponFactory id='DATA.LockedWeapons-25'> - the "registration" number
<StockWeapon>true</StockWeapon>
<Weapon href='DATA.LockedWeapons-26'/> - number of script
<Cluster href='DATA.LockedWeapons-27'/> - number of cluster script
</StoreWeaponFactory>
<WeaponFactoryContainer id='DATA.LockedWeapons-26'> - here paste script number
<Name>Meteorite</Name>
<Type>0</Type>
<Detonate>0</Detonate>
<Homing>true</Homing>
<HomingAvoidLand>true</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>10</RetreatTime>
<WormDamageRadius>6</WormDamageRadius>
<WormDamageMagnitude>6</WormDamageMagnitude>
<LandDamageRadius>5</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>1</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></LaunchFX>
<ArielFX>WXP_PlasmaGlow</ArielFX>
<DetonationFX>WXP_ExplosionX_Med</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>3.5</ProjectileMaxPower>
<ClusterSpread>0</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
<WeaponFactoryContainer id='DATA.LockedWeapons-27'> - here paste cluster number
<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>1</WormDamageRadius>
<WormDamageMagnitude>1</WormDamageMagnitude>
<LandDamageRadius>8</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>2</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX></ArielFX>
<DetonationFX>WXP_ExploCluster</DetonationFX>
<PayloadResourceId>28</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>0</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>20</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>


To add next weapon we repeat same procedure with new numbers.

i can't seem to find it in local.xml
AfterWorm29
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Add Weapons Empty Re: Add Weapons

Post by Fireworm Thu Oct 14, 2010 8:55 am

AfterWorm29 wrote:i can't seem to find it in local.xml
Did you use the search function to look for it? (ctrl + f). Also, if there is a space at the end of your search, you might not find what you are looking for, so remove the space for the search if there is any. Are you using wordpad, notepad, or some other program? Just want to know. I prefer notpad over wordpad.

Does any of this info help?
Spoiler:
I pointed out the area of the tweaking location so you know what area to look in. Also, it should be after the "DATA.LockedSchemes" part.

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Add Weapons Empty Re: Add Weapons

Post by shadow7 Wed Oct 20, 2010 12:28 pm

Hey!

if u go to data\hud\weapons there is a RED BULL image (there is a PIPE GUN too, but i understand that is an abandoned project). It must not be confused with the ICARUS POTION, because there is an image with that too. Can somebody explain me WHAT'S GOING ON ?!?!? 😕 😕 😕

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Add Weapons Empty Re: Add Weapons

Post by Dr.Solem Wed Jul 24, 2013 11:17 pm

Well, i just have this one problem: No Local.xml file, only Local.cfg and LOCAL.xom  Neutral
Any help moding this on the PC version? I can't find anything.

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Add Weapons Empty Re: Add Weapons

Post by Fireworm Tue Aug 13, 2013 8:21 pm

Ah, you have a version of the game where all the files are packed into a .xom archive. Your game version is not modable because no one has made an extractor+compiler for that.

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