Weapons Overview (basic++)

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alterecco
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Wed Mar 04, 2009 1:12 pm

Dalva wrote:and can a weapon have more tahn one damage type?
I can find no examples of this in the vanilla xml. The only extra attributes defined in damage are: WMD, momentum, shatter, EMP, radiation, mining, blinding, device, disintegration.

However that doesn't rule out that it's possible. Give it a try and see what happens.

.]

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digdug
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Wed Mar 04, 2009 3:30 pm

and can a weapon have more tahn one damage type?
I personally don't believe that it works, weapons works with only 1 damage type.
But at this point I think that I have to test it to be sure :D

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Cygnus.X1
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Wed Mar 04, 2009 3:46 pm

I already have, it fails

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Cygnus.X1
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Thu Mar 05, 2009 12:27 am

Does anybody have a list of the attributes for the various hard coded effects? MoltenBolt I've played with thanks to the Iocrym Repeller weapon, and a quick search reveals the LampLighter uses <ParticleComet>, but it sure would be nice to have a compiled list...

This is what I was able to pull from the source files.

<snipped> http://xelerus.de/index.php?s=mod&id=57&d=1

Most of the attribute uses are obvious, but style=something always bothers me, seems like there should be something more...

If this post is too long or there's some other thread I missed in all my searches I will gladly reduce it.
Last edited by Cygnus.X1 on Thu Mar 05, 2009 7:30 am, edited 1 time in total.

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alterecco
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Thu Mar 05, 2009 1:10 am

This should actually contain all the elements.

The format is not specific to weapons, but it's still a top notch reference

http://xelerus.de/index.php?s=mod&id=57

schilcote
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Thu Mar 05, 2009 1:39 am

Yep.
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad

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Cygnus.X1
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Thu Mar 05, 2009 7:33 am

Oi :shock:

I'm gonna hate myself in the morning for saying this, but I gotta reformat that things into something a little less unwieldy...

But thanks for the tip guys! looks like it has what I was looking for.

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alterecco
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Thu Mar 05, 2009 12:27 pm

Cygnus.X1 wrote:I gotta reformat that things into something a little less unwieldy...

Weeee, hope you share when you are done :D

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Cygnus.X1
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Thu Mar 05, 2009 5:10 pm

2000+ lines, about 1/4 of that is whitespace, I gotta be out of my mind. But I did once reformat over 300 plaintext files from the online phreak version of the Anarch's Cook.book. I'm going to use standard XML formatting, even tho it most certainly will NOT be XML compliant ;)

Dennis
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Sun Nov 15, 2009 4:07 am

Thanks for the tutorial i was looking for one :D :D :D

Dennis
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Sun Nov 15, 2009 4:23 am

Can some on write the list of colors and their code.
Eg
I want the laser cannon to fire green lasers
how do i change the color?

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Aeonic
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Sun Nov 15, 2009 4:33 am

The colors are essentially done in standard hex codes, which you can find anywhere, such as:

http://www.december.com/html/spec/colorhex.html

If you have a color, like #FFBB66, you could would remove the pound sign (#) and break it up into three sections, adding "0x" before each, so #FFBB66 would be:

"0xff, 0xbb, 0x66"
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Wolfy
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Sun Nov 15, 2009 4:36 am

Dennis wrote:Can some on write the list of colors and their code.
Eg
I want the laser cannon to fire green lasers
how do i change the color?
Hint: look at the turbolaser: it has EXACTLY what you are looking for.

BTW; the colors are in the order of "R,G,B"
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'hycrotan 'nonBinary))
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Dennis
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Tue Nov 17, 2009 1:48 pm

Thanks aeonic and wolfy this really helped :D

Shifter55
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Sat Sep 04, 2010 5:05 am

Is it possible to delay the activation of an effect? Say I wanted to create a missile that started tracking and accelerating towards a selected target after 60 frames.

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