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weapons [2021/10/18 19:11] justinweapons [2021/10/18 19:35] (current) justin
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 Since projectiles are [[object|objects]], their "default" [[animation]] will be played upon entering the scene, if one exists. This can be used, for example, to make a throwing dagger spin as it moves towards its target. To achieve this, you would simply create a spinning [[animation]] for the dagger named "default" and assign its model to the "Object Model" property of your weapon (or ammo [[item]] if setting up a ranged weapon that consumes ammo). Since projectiles are [[object|objects]], their "default" [[animation]] will be played upon entering the scene, if one exists. This can be used, for example, to make a throwing dagger spin as it moves towards its target. To achieve this, you would simply create a spinning [[animation]] for the dagger named "default" and assign its model to the "Object Model" property of your weapon (or ammo [[item]] if setting up a ranged weapon that consumes ammo).
  
-To control when and where the visual projectile will specifically appear, you can create an [[attach_points|attach point]] named "projectile" on one frame of the [[character|character's]] attack [[animation]] and on the weapon's [[object]] model (or ammo [[item|item's]] [[object]] model is the weapon consumes ammo).+To control when and where the visual projectile will specifically appear, you can create an [[attach_points|attach point]] named "projectile" on one frame of the [[character|character's]] attack [[animation]] and on the weapon's [[object]] model (or ammo [[item|item's]] [[object]] model if the weapon consumes ammo).
  
 =====Setting Up a Ranged Weapon===== =====Setting Up a Ranged Weapon=====
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 4) If desired, set a custom attack [[animation]] to play for the [[character]] when using the weapon. For example, "throw" for a throwing dagger or "shoot" for a bow. If one is set, be sure to create an [[animation]] for your [[character]] with a matching name. 4) If desired, set a custom attack [[animation]] to play for the [[character]] when using the weapon. For example, "throw" for a throwing dagger or "shoot" for a bow. If one is set, be sure to create an [[animation]] for your [[character]] with a matching name.
  
-5) Assign a model to the "Object Model" property of your weapon. As explained in the "Equipment" section of the [[attach points]] documentationthis model will be displayed on the [[character]] when equipped, assuming that the proper [[attach points]] are setup. If your weapon is unlimited use or single use, this model will also be used for the projectile.+5) Set the projectile speed, minimum distance in [[tile|tiles]], and maximum distance in [[tile|tiles]] for the ranged weapon. A projectile speed of zero means that the weapon will hit its target instantly.
  
-6) If your weapon consumes ammo, you'll need to create at least one ammo [[item]], for example an arrow to use with a bow. You can skip this step if your weapon doesn't consume ammo. As opposed to an unlimited use or single use weapon, a weapon that consumes ammo will use the [[object]] assigned to the ammo [[item]] for its visual projectile, so be sure to assign a model to the "Object ModelpropertyOnce the ammo [[item]] is created, add its [[item]] ID to the weapon'"Items by ID" list. If your weapon uses the "Items by Tag" option, be sure to add the appropriate tag (e.g. "arrow") to the ammo [[item|item's]] list of tags.+6) Choose the desired consumption type for your weapon from the "Ammo/Energy RequireddropdownRefer to the "Consumption Typestable above for a description of each option.
  
-7) Optionally, if your weapon generates projectiles, you can control the time and position at which the visual projectile appears. To do so, you will need to create an [[attach_points|attach point]] named "projectile" on both the [[object]] for the projectile, and on one frame of the [[character|character's]] attack [[animation]]. For example, if the weapon is a throwing dagger you would create a "projectile" [[attach_points|attach point]] on the handle of the dagger, and also one on the throwing hand of the [[character]], specifically on the frame of the "throw" animation where the dagger should be released.+7) Assign a model to the "Object Model" property of your weapon. As explained in the "Equipment" section of the [[attach points]] documentation, this model will be displayed on the [[character]] when equipped, assuming that the proper [[attach points]] are setup. If your weapon is unlimited use or single use, this model will also be used for the projectile. 
 + 
 +8) If your weapon consumes ammo, you'll need to create at least one ammo [[item]], for example an arrow to use with a bow. You can skip this step if your weapon doesn't consume ammo. As opposed to an unlimited use or single use weapon, a weapon that consumes ammo will use the [[object]] assigned to the ammo [[item]] for its visual projectile, so be sure to assign a model to the "Object Model" property. Also, you'll most likely want to make this [[item]] stackable so the player can carry multiple of them in one slot. Once the ammo [[item]] is created, add its [[item]] ID to the weapon's "Items by ID" list. If your weapon uses the "Items by Tag" option, be sure to add the appropriate tag (e.g. "arrow") to the ammo [[item|item's]] list of tags. 
 + 
 +9) Optionally, if your weapon generates projectiles, you can control the time and position at which the visual projectile appears. To do so, you will need to create an [[attach_points|attach point]] named "projectile" on both the [[object]] for the projectile, and on one frame of the [[character|character's]] attack [[animation]]. For example, if the weapon is a throwing dagger you would create a "projectile" [[attach_points|attach point]] on the handle of the dagger, and also one on the throwing hand of the [[character]], specifically on the frame of the "throw" animation where the dagger should be released.
  
  
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weapons.1634609509.txt.gz · Last modified: 2021/10/18 19:11 by justin