| First of all keep in mind that without C++ MOD writing we have to Replace
existing weapons. The biggest drawback of this is that we have to
keep the names of the original weapon and powerup so a player can use it.
If you ever played Schplurg's Earthshaker 2001 or my level, Vortex 2, you
may have notice that when you pick up an EarthShaker it still says "blackshark".
Even though you see a Hornet on your hud, above it it still says "Cyclone"
Other than that we can still have a lot of fun.
Here's a quick overview of the basic files needed to make a custom weapon:
Of course if your weapon is for a robot you won't need a powerup or the hud images. To understand what the files do what let's walk through the life cycle
of a weapon. This will apply more to Primary and Secondary weapons.
Countermeasures are a slightly different creature.
We have now officially scratched the surface. Pretty boring so far but now you have an idea what you need to think about. Now we'll take a look inside the .gams. First we'll look at the powerup. |