| For our primary weapon we'll replace the Plasma Cannon (weapon name:
Plasma) with a SlingShot Ok, so it's cheesy. I thought
I'd spend time on the tutorial instead of fancy graphics ;). I've
zipped the files into slngshot.zip so
you could try it out when you're done going through this page.
When the slingshot is fired you'll the Slingrock instead of the plasma blob. It will be set to bounce 3 times before exploding on a wall impact. On a wall impact it will spawn another weapon, the SlingParticle. Actually I'll have it spawn 3 SlingParticles. The SlingParticles will be set to bounce 4 times before exploding on a wall impact or die in 2.5 seconds. |
Here's the five objects I created for this weapon:
| PowerUp
Object |
Fire Image
Object |
Fire Image Object
For Spawn |
Hud Image
For CockPit |
Hud Image
Without CockPit |
![]() |
![]() |
![]() |
![]() |
|
| Slingshot.oof
Seen in place of the plasma cannon model as the powerup |
Slingrock.oof
The Fire Image seen shooting from the ship |
SlingParticle.oof
FireImage for the Spawned weapon |
slinghud.ogf
64x64 ogf For Hud Image of weapon in a cockpit |
slinghudICON.ogf
32x32 ogf For Hud image of weapon without cockpit |
We'll need to set up 4 .gam pages
![]() |
Generic Object: Plasmacannon: The power up. Weapon: Plasma: The weapon we're replacing Texture: slinghudICON1: A texture page for the 32x32 hud image Weapon: slingparticle: The weapon to spawned. Note! Since we don't fire it from the ship it can be an original .gam name. |
![]() |
We need to change the plasmacannon
power up page to use our .oof
I put in slingshot.oof as the filename. Make sure you delete the medium file name and the low file name. Now we'll see a slingshot floating around where a plasmacannon powerup was. Technically it will still be an energy weapon for now so there's no need for ammo. |
![]() |
I'm only going to point out what
matters to this weapon:
1) Set Hud image to use slinghud.ogf.
Note: this is the actual ogf file, not a "Texture".
7) Set Spawn Count to 3. You'll see 3 slingparticles will shoot (spawn) from the explosion when it impacts a wall. |
||
![]() |
8) Bounce: The slingrock will bounce
off walls a certain amount of timess before exploding on a wall hit.
9) Fixed Velocity: Speed will stay constant.. 10) Fixed rot Velocity: Speed of
rotation never changes
11) Number of Bounces: It will bounce off walls 3 time. On the 4th wall hit it will explode. 12) Initial velocity: The speed it leaves the at. Since Fixed Velocity is on, it will maitain this speed. |
||
![]() |
I'll address the Lighting chunk when we
do a Secondary weapon.
14) Changed the Icon name to use my Texture.gam slinghudICON1 which refers to my 32x32 texture, slingICON.ogf. You'll see this if you use Hud without cockpit. |
Weapon: slingParticle
![]() |
1) Changed Fire
image to SlingParticle.oof
2) Deleted the Particle name. Without
the particles, the streamers are really obvious.
5) Left Spawns on impact and Spawns on timeout off so no more weapons would continue to be created. |
||
![]() |
Note: Spawn Name doesn't matter because none of the Spawn flags are on. 7) Although I didn't open the Physics chunk
for you to see inside it the Bounce flag is
on and Number of Bounces set to 4.
6) Set Lifetime to 2.5 so you had time to see them bounce. |
Texture: slinghudICON1
![]() |
Finally, to get the little slingshot
show up on the HUD without cockpit you have to make an actually "Texture"
by creating a texture.gam page.
1) Specify the File name to be slinghudICON.ogf (my 32x32 .ogf) There was no need to set up anything else. |
| That's it. I zipped up the files you'll need and put them in
slngshot.zip.
Try it out by putting the .gam file and the 5 objects into
any level that has a plasma cannon. Remember to change slngshot.gam
to match the name of the .mn3 you put it in. If the mission already
has it's own .gam copy the 4 pages from slngshot.gam into the mission's
.gam.
That's it for now. Have Fun! |
| [ BACK] [MAIN] [NEXT] |