Displayed here my experimental weapons. Don't take this as a serious mod for players. But you can try the old lab mod. Read More...
This mod page is mainly a gallery for demonstrating new/ not so new effects.
the download provided is not very suitable for playing.
You can find most adapted weapons in my other projects though, hehehehe
First of all it is a visual editor, which might be the hardest part. Drag in blocks to create ini modules, click or draw line to create links.
INI modules would be first prepared. For example, a default unit would be a conscript copy, a default weapon is MissileLauincher copy, a default projectile is AAHeatSeeker, a default Warhead is HE
Then it is super flexible,we should be able to change its link rules by editing config files.
We first setup a link rule:unit-weapon link uses Primary= tag.
It means your editor does not know INI rules. You should teach it how to link different modules.
So we do the weapon->projectile,weapon->warhead rules.
Then you drag in a unit module and a weapon module, and link them together. While most code are not links, they should be in a normal txt editor window. When you select a module you can also change its name.
Setup another link rule: Projectile->weapon uses ShrapnelWeapon=, and an additional tag ShrapnelCount.
Then drag in another weapon module and link the previous weapon with it. You create a shrapnel system like that.
When you draw all needed code, click an output buttom to write them into different inis or into a whole file. When you hit it, run a name check.
That is the basic working way of it.
There are also other additional,detailed designs of it,
A understandable config example:
Multi means each link will not erase the previous setting.
The xxxOther defaults to 1.
If there is alternative link methods, use the first one as default.
You can add other links by editing the config file.
the location tag defines which ini file and where it should go to.All big types should have this.
so you need to activate them to make the links "appear"
So you can easily set up the primary types for your own convenience
The prepared modules should be written like this:
when you put them to use, every single line except the type= will be directly copied. You can change the default settings by editing them. When you create links the default link will be overwritten.
Or the default modules should come without link tags.
Optional modules will be combined to the linked module.
So a basic superweapon module should include the basic recharge,power,etc etc, use additional modules to define what it exactly is.
The same use can be for spawned missiles,for shake screen tags or anything of the user's idea.
you can display every link point on the module ,a point with no link should not be written the tag in the output.
Or you just link them together with regular tags, you can activate rarely used tags by the optional control.
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