Kratos Posted July 27, 2005 Report Share Posted July 27, 2005 (edited) This is the area where you can download latest releases. Be sure to check constantly because it will update. Do NOT Discuss them here. Please discuss them in weapon concepts thread. Edit: Removed files due to being outdated. Edited January 10, 2006 by Kratos Link to comment Share on other sites More sharing options...
Junkhead Posted January 5, 2006 Report Share Posted January 5, 2006 Bug Report: None of the weapons reload in the Galactic weaponset. Link to comment Share on other sites More sharing options...
Kratos Posted January 10, 2006 Author Report Share Posted January 10, 2006 I am afraid that the makers of these sets have outdated lua files with index numbers and so forth. Galactic will soon be replaced with a newier version called Aurora anyhow. We'll just have to wait until the authors update. Link to comment Share on other sites More sharing options...
nachtwolf Posted January 24, 2006 Report Share Posted January 24, 2006 (edited) Attention everyone, starting from revision 981 Beta there are new weapon properties you can use to define hit animations and weapon trails. Namely : bulletRGB : array of 3 values of R,G,B color , I.E. {255,128,0} for orange.glowRGB : Idem.trailRGB : Idem.trailLength : Integer which sets the bullet trail lengthhitAnim : png_images array or function argument (much like pHeld) In case of a beam weapon, bulletRGB, trailRGB and trailLength are ignored and glowRGB defines the beam color. LIVE EXAMPLE AddXcomItem { cost = 300, name = "LARGE ROCKET", pInv = pck_image("$(xcom)/units/bigobs.pck", 17), pMap = pck_image("$(xcom)/units/floorob.pck", 17), health = 999, damage = 100, dDeviation = 100, exploRange = 10, smokeRange = 10, smokeTime = 2, importance = 6, width = 1, height = 3, pHeld = pck_image_set("$(xcom)/units/handob.pck", 80, 8), damageType = 2, rounds = 1, disappear = 1, weight = 8, isAmmo = 1, reloadTime = 15, sound = "HE-rocket-hit", bulletRGB = {255,255,170}, glowRGB = {255,222,0}, trailRGB = {222,140,0}, trailLength = 40, hitAnim = png_image_set("$(ufo2000)/arts/impact_frames/32x40", 9, 16, true), trailAnim = png_image_set("$(ufo2000)/arts/rocket_trail/32x40", 1, 8, true), } Edited January 24, 2006 by nachtwolf Link to comment Share on other sites More sharing options...
brian-o Posted January 25, 2006 Report Share Posted January 25, 2006 Attention everyone, starting from revision 981 Beta there are new weapon properties you can use to define hit animations and weapon trails. nice.. Is that only for the projectiles/explosions, or does it apply to the weapons held by the sprites too? like could you have an animated autocannon that spins while it shoots? or could you affect the animations of the unit sprites themselves, like having them animated so that they move a bit when they are hurt, or have an animated attack sequence? Link to comment Share on other sites More sharing options...
Sporb Posted January 25, 2006 Report Share Posted January 25, 2006 there is already animated tiles, praps a state change on guns when fireing could be added, like a point and shoot with muzzleflash and contrast rise for a second or too. But imho it'l be too hard to see the barrels rotate Link to comment Share on other sites More sharing options...
nachtwolf Posted January 25, 2006 Report Share Posted January 25, 2006 Is that only for the projectiles/explosions, or does it apply to the weapons held by the sprites too? like could you have an animated autocannon that spins while it shoots? or could you affect the animations of the unit sprites themselves, like having them animated so that they move a bit when they are hurt, or have an animated attack sequence? Only for the projectiles for the moment, custom explosions support is soon to be added. The goal of this patch was simply to stop using native x-com hit animations, allow for better custom weapon effects handling, per-weapon hit animations and giving general flexibility on the projectile's looks. What you are asking involves too much programming power for the moment (namely linking bullet impacts with unit sprites), there are more pressing issues like getting rid of all copyrighted material. The new properties are an extended solution to the need of having new hit animations which do not use x-com files. You may still post your ideas as a suggestion on mantis because I agree this could be pretty interesting. Link to comment Share on other sites More sharing options...
Judeau Posted February 11, 2006 Report Share Posted February 11, 2006 Is that only for the projectiles/explosions, or does it apply to the weapons held by the sprites too? like could you have an animated autocannon that spins while it shoots? or could you affect the animations of the unit sprites themselves, like having them animated so that they move a bit when they are hurt, or have an animated attack sequence?<{POST_SNAPBACK}> Only for the projectiles for the moment, custom explosions support is soon to be added. The goal of this patch was simply to stop using native x-com hit animations, allow for better custom weapon effects handling, per-weapon hit animations and giving general flexibility on the projectile's looks. What you are asking involves too much programming power for the moment (namely linking bullet impacts with unit sprites), there are more pressing issues like getting rid of all copyrighted material. The new properties are an extended solution to the need of having new hit animations which do not use x-com files. You may still post your ideas as a suggestion on mantis because I agree this could be pretty interesting.<{POST_SNAPBACK}> excellent, i'll work on some additional animations Link to comment Share on other sites More sharing options...
Exo2000 Posted February 14, 2006 Report Share Posted February 14, 2006 Touched up the GFX for ModernReal set. Look for the thread in the forums below. :wink1: Link to comment Share on other sites More sharing options...
Kratos Posted March 9, 2006 Author Report Share Posted March 9, 2006 Aurora release. Link to comment Share on other sites More sharing options...
nachtwolf Posted April 28, 2006 Report Share Posted April 28, 2006 Revision 1026 : Custom per-weapon explosions are now supported. Defined by item's hitAnim property. Usage example... [...], hitAnim = png_image_set("$(ufo2000)/arts/explosion/256x178.png", 1, 8, true), [...], (takes 256x178 frames 1 to 4 of file explosion.png) Also, explosion sounds are now customizable (soundmap.xml) Link to comment Share on other sites More sharing options...
Blood Angel Posted July 19, 2006 Report Share Posted July 19, 2006 Sporb gave me the latest fixed UFO2000 weaponset. The upload here is borked, so it's mantissed. http://ufo2000.xcomufo.com/mantis/view.php?id=521 Lovely. Link to comment Share on other sites More sharing options...
Poseidon Posted August 24, 2006 Report Share Posted August 24, 2006 http://www.xcomufo.com/x1ufopaedia/equip.html the Blaster Launcher is failing...and the X-Com Distruptor Missle Launcherhttp://www.xcomufo.com/usopaedia/artifacts.html^^ Link to comment Share on other sites More sharing options...
Voller Posted August 25, 2006 Report Share Posted August 25, 2006 If by "failing" you mean "fehl"-ing...they're not there, because they are too powerful I guess. We're having enough trouble with explosives already, so we don't need another weapon that can blow up the entire map Link to comment Share on other sites More sharing options...
Poseidon Posted August 26, 2006 Report Share Posted August 26, 2006 okokok...ists right but, with an special Weaponset?? and bigger maps?? Link to comment Share on other sites More sharing options...
Voller Posted August 30, 2006 Report Share Posted August 30, 2006 The blaster/disruptor is not a standard weapon and I assume that new code has to be written to implement it. As there are enough problems with normal explosives that need to be solved first (affecting the right armor, destructive power falling off with radius and obstacles, or even just bigger maps), implementing the blaster is much further down the priority list. Voller Link to comment Share on other sites More sharing options...
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