How to make clusters and placing effects for them
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Worms 4 and Ultimate Mayhem tweaking mods :: 3D PC games // Tweaking that we major in :: Worms 4 mayhem :: Tweaking Tutorials
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How to make clusters and placing effects for them
first you must understand How to modify team weapons before Stepping Here you'll find a tutorial for this in this forum by draven
Well
a lot of people say clusters are not editable for team weapons
it's no more not editable
i'll show you a way to edit them and placing effects for them just like a weapon
it was my discover , it's really AMAZING so i'll tell u from where i'ev discovered it
so
LET"S BEGIN
it's really pretty hard to understand but i'll explain as best as i can
First things first, now open Worms4folder\data\tweak
in Tweak folder Open local.xml file
try searching for this script:<WeaponFactoryContainer id='DATA.LockedWeapons-2'>
well it's team weapon script now make your weapon i'' give you a script:
this is weapon number 2 so when i say weapon number 3 i mean <WeaponFactoryContainer id='DATA.LockedWeapons-3'> !!!keep this in mindiii
<WeaponFactoryContainer id='DATA.LockedWeapons-2'>
<Name>HELL*FIRE</Name>
<Type>0</Type>
<Detonate>2</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>true</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>1000000</RetreatTime>
<WormDamageRadius>2</WormDamageRadius>
<WormDamageMagnitude>5</WormDamageMagnitude>
<LandDamageRadius>3</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>3</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX>PlasmaStar</ArielFX>
<DetonationFX>WXP_AlienWarpGate</DetonationFX>
<PayloadResourceId>41</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>10</ProjectileNumClusters>
<ProjectileMaxPower>3</ProjectileMaxPower>
<ClusterSpread>1</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
Ok Finished? Alright
so now there is 10 clusters in the weapon
you'ev edited Weapon number 2 now right?,, keep this in mind
Now Scroll all the way to this script: <WeaponFactoryContainer id='DATA.LockedWeapons-3'>
Now take a look at </WeaponFactoryContainer> line and what below it
HAHA
you can find something like this script:
<Weapon href='DATA.LockedWeapons-5'/>
<Cluster href='DATA.LockedWeapons-6'/>
now this script means the weapon number 5 it will be just a team weapon and the weapon number 6 will be a cluster to that weapon (weapon number 5) and that script will applied to all Available weapons i mean weapon number 2 will be a team weapon if you edited it and the cluster for that weapon will be weapon 3 and you must edit it to be weapon number 2 cluster and weapon number 11 will be a team weapon if you edited it and the cluster for that weapon will be 12.............................................and just like that
WARNING!!!!:WHEN YOU EDIT WEAPON NUMBER 3 (WEAPON NUMBER 2 CLUSTER) DON'T PLACE A NAME FOR IT OR IT WON'T BE WEAPON NUMBER 3 CLUSTER KEEP THIS IN MIND WHEN EDITING OTHER WEAPONS!
ok now try editing weapon number 3 i'll give u a script for it too
<WeaponFactoryContainer id='DATA.LockedWeapons-3'>
<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>70</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>30</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>1.5</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
ok now try firing the weapon it will work
now u can see the clusters has effects right?
i'll tell you what a the weapons are and what the clusters for them
weapon number 2:normal team weapon and the cluster for that weapon is weapon number 3
weapon number 5: team weapon and the cluster for that weapon is weapon number 6
and continue like that,just edit the clusters like a normal team weapon weapon
iiiEnJoY tWeAkInG!!!
Well
a lot of people say clusters are not editable for team weapons
it's no more not editable
i'll show you a way to edit them and placing effects for them just like a weapon
it was my discover , it's really AMAZING so i'll tell u from where i'ev discovered it
so
LET"S BEGIN
it's really pretty hard to understand but i'll explain as best as i can
First things first, now open Worms4folder\data\tweak
in Tweak folder Open local.xml file
try searching for this script:<WeaponFactoryContainer id='DATA.LockedWeapons-2'>
well it's team weapon script now make your weapon i'' give you a script:
this is weapon number 2 so when i say weapon number 3 i mean <WeaponFactoryContainer id='DATA.LockedWeapons-3'> !!!keep this in mindiii
<WeaponFactoryContainer id='DATA.LockedWeapons-2'>
<Name>HELL*FIRE</Name>
<Type>0</Type>
<Detonate>2</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>true</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>1000000</RetreatTime>
<WormDamageRadius>2</WormDamageRadius>
<WormDamageMagnitude>5</WormDamageMagnitude>
<LandDamageRadius>3</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>3</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX>PlasmaStar</ArielFX>
<DetonationFX>WXP_AlienWarpGate</DetonationFX>
<PayloadResourceId>41</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>10</ProjectileNumClusters>
<ProjectileMaxPower>3</ProjectileMaxPower>
<ClusterSpread>1</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
Ok Finished? Alright
so now there is 10 clusters in the weapon
you'ev edited Weapon number 2 now right?,, keep this in mind
Now Scroll all the way to this script: <WeaponFactoryContainer id='DATA.LockedWeapons-3'>
Now take a look at </WeaponFactoryContainer> line and what below it
HAHA
you can find something like this script:
<Weapon href='DATA.LockedWeapons-5'/>
<Cluster href='DATA.LockedWeapons-6'/>
now this script means the weapon number 5 it will be just a team weapon and the weapon number 6 will be a cluster to that weapon (weapon number 5) and that script will applied to all Available weapons i mean weapon number 2 will be a team weapon if you edited it and the cluster for that weapon will be weapon 3 and you must edit it to be weapon number 2 cluster and weapon number 11 will be a team weapon if you edited it and the cluster for that weapon will be 12.............................................and just like that
WARNING!!!!:WHEN YOU EDIT WEAPON NUMBER 3 (WEAPON NUMBER 2 CLUSTER) DON'T PLACE A NAME FOR IT OR IT WON'T BE WEAPON NUMBER 3 CLUSTER KEEP THIS IN MIND WHEN EDITING OTHER WEAPONS!
ok now try editing weapon number 3 i'll give u a script for it too
<WeaponFactoryContainer id='DATA.LockedWeapons-3'>
<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>70</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>30</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>1.5</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
ok now try firing the weapon it will work
now u can see the clusters has effects right?
i'll tell you what a the weapons are and what the clusters for them
weapon number 2:normal team weapon and the cluster for that weapon is weapon number 3
weapon number 5: team weapon and the cluster for that weapon is weapon number 6
and continue like that,just edit the clusters like a normal team weapon weapon
iiiEnJoY tWeAkInG!!!
No Fear- Worms tweaker
- Posts : 76
Activity Points : 115
Reputation : 13
Join date : 2010-09-24
Re: How to make clusters and placing effects for them
You can add cluster in Weap.twk.
mm24- Standard Member
- Posts : 9
Activity Points : 12
Reputation : 0
Join date : 2010-10-10
Re: How to make clusters and placing effects for them
can u give me the script please ?
No Fear- Worms tweaker
- Posts : 76
Activity Points : 115
Reputation : 13
Join date : 2010-09-24
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Worms 4 and Ultimate Mayhem tweaking mods :: 3D PC games // Tweaking that we major in :: Worms 4 mayhem :: Tweaking Tutorials
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