Difference between revisions of "Weapons"
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[http://www.indiedb.com/games/voxel-turf/news/dev-diary-4-weapons-part-2-rockets-explosives-and-blast-resistance Dev Diary 4: Rockets, Explosives and Blast Resistance] | [http://www.indiedb.com/games/voxel-turf/news/dev-diary-4-weapons-part-2-rockets-explosives-and-blast-resistance Dev Diary 4: Rockets, Explosives and Blast Resistance] | ||
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Latest revision as of 08:10, 22 January 2020
- This article is a Stub. You can help by expanding it
Contents
Small Arms
There are 5 kinds of small arms and 3 tiers (black, silver, gold). Higher tier weapons can only be taken from Bandit Bases.
Stats
Weapon Mods
Up to two weapon mods can be applied to a weapon at a time. There is no way to remove them from an attached weapon, so be careful!
Rocket Launchers
There are 4 rocket launchers in the game.
Grenades
There is currently one kind of grenade in the game.
Combat Strategy
- Aim for the head - some weapons (such as the Assault Rifle and the Rifle) do significantly more damage for head shots.
- Crouch! This not only reduces your hitbox size, but it reduces the chance of Bandits hearing your footsteps.
- Be sure to be in the line of sight of one enemy at a time! Don't charge into rooms full of enemies, you'll get killed very quickly.
- Carry several weapons and switch them out when you run out of ammo. Switching weapons is way faster than reloading
Modding Scripts
Have a look at scripts/common/define_weapons.lua
.
It is recommended that you use the hook provided at the end of the file - the defineWeaponsUserCallback table.
function myWeaponMod (BlockTypes, ItemTypes)
-- Your code here
end
if (defineWeaponsUserCallback == nil) then defineWeaponsUserCallback = {} end
defineWeaponsUserCallback[#defineWeaponsUserCallback+1] = { "myWeaponMod name | my description ", myWeaponMod };
Be sure to define both your mods/MODNAME/scripts/server_scripts.lua
and mods/MODNAME/scripts/client_scripts.lua
to include your script file!
Modding Textures and Models
This is an example on how to modify the rifle's object and texture. You can get a new model to appear in the game by exporting as a .obj file, and placing it in
/mods/YourModName/models/rifle.obj
And the texture in:
/mods/YourModName/textures/weapons/weapon12.EXT
(for normal rifle)
/mods/YourModName/textures/weapons/weapon13.EXT
(for silver rifle)
/mods/YourModName/textures/weapons/weapon14.EXT
(for gold rifle)
Where EXT is either .tga, .png or .jpg
If you want weapon mods to work with the new model then that's a little more complicated:
Weapon mods basically work by alpha-masking textures, and then the game combines several textures together to make the full weapon texture.
You'll have to make the model have all the attachments (eg. scope, silencer) and have the parts of the texture for the attachments be *transparent*. Then create the textures for each component in /weapons/mods/
- for example mod46.tga is the texture for the Scope for a Rifle. Also note that all pixels apart from the scope are transparent. Again tga, png and jpg are all supported.