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XCOMUFO & Xenocide

New Weapon Set Releases


Kratos

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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Edit: Removed files due to being outdated.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 by Kratos
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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 length
hitAnim : 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

[code]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),
}[/code] Edited by nachtwolf
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[quote name='nachtwolf' date='Jan 23 2006, 06:06 PM']Attention everyone, starting from revision 981 Beta there are new weapon properties you can use to define hit animations and weapon trails.[/quote]


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?
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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
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[quote name='brian-o' date='Jan 24 2006, 08:37 PM']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?
[right][post="144901"]<{POST_SNAPBACK}>[/post][/right][/quote]

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.
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[quote name='nachtwolf' date='Jan 25 2006, 06:07 AM'][quote name='brian-o' date='Jan 24 2006, 08:37 PM']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?
[right][post="144901"]<{POST_SNAPBACK}>[/post][/right][/quote]

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.
[right][post="144915"]<{POST_SNAPBACK}>[/post][/right]
[/quote]

excellent, i'll work on some additional animations
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Revision 1026 :

[b]Custom per-weapon explosions are now supported[/b]. :cheers:

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)
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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 ;)
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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

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