Part 2-2 Editing the datProjectile.cs This is kind of tricky. We are dealing with the MFAC, which is an energy weapon so we want to edit it’s energy blasts so we scroll until we find it. Abbr is the abbreviation of the name of the gun. Id is the id number of the projectile, in this case thirteen. Veloc is how fast the projectile travels. Range is how far the projectile will travel and still cause damage. Pusedo Mass is how much the projectile weighs. Glow range is how big of a circle the blast lights up. Glow color is thw color of the blast. You control it by editing how much red, green, or blue is in the color of the glow. Damage is how much damage the weapon deals. Blast radius is how big of an area the blast hits when it collides with an object. Pass thru Shields is how well the blast passes thru the shields. Pass thru Armor is how well the blast goes through the armor. Effect vs shields is what percentage of damage the shields will take form the blast. Effect vs Armor is what percentage of damage will be taken on by the armor. I am not sure about what face camera does. Part 3-1 Getting the sim.strings.cs For this you just use the extracter and get the sim.strings.cs file from the scripts.vol. I only included the weapons part so this is what you should see. /////////////////////////////////////////////////////////////////////////////// // WEAPON DESCRIPTION TAGS ( IDWEA ) /////////////////////////////////////////////////////////////////////////////// IDDAT_BEG_WEAPON = 00301200, "-- Weapon Descriptions DATA group reserves tags 301,200 - 301,699 --"; // energy weapons first IDWEA_LAS = 00301201, "LAS"; IDWDESC_LAS = 00301202, "Laser"; IDWEA_HLAS = 00301203, "HLAS"; IDWDESC_HLAS = 00301204, "Heavy Laser"; IDWEA_CLAS = 00301205, "CLAS"; IDWDESC_CLAS = 00301206, "Compression Laser"; IDWEA_TLAS = 00301207, "TLAS"; IDWDESC_TLAS = 00301208, "Twin Laser"; IDWEA_EMP = 00301209, "EMP"; IDWDESC_EMP = 00301210, "Electro-Magnetic Pulse Cannon"; IDWEA_ELF = 00301211, "ELF"; IDWDESC_ELF = 00301212, "Electron Flux Whip"; IDWEA_BLAS = 00301213, "BLAS"; IDWDESC_BLAS = 00301214, "Blaster"; IDWEA_HBLA = 00301215, "HBLA"; IDWDESC_HBLA = 00301216, "Heavy Blaster"; IDWEA_PBW = 00301217, "PBW"; IDWDESC_PBW = 00301218, "Particle Beam Weapon"; // quantum weapons IDWEA_PLAS = 00301240, "PLAS"; IDWDESC_PLAS = 00301241, "Plasma"; IDWEA_BLNK = 00301242, "BLNK"; IDWDESC_BLNK = 00301243, "Blink Gun"; IDWEA_QGUN = 00301244, "QGUN"; IDWDESC_QGUN = 00301245, "Quantum Gun"; IDWEA_MFAC = 00301246, "MFAC"; IDWDESC_MFAC = 00301247, "Magneto-Fusion Assault Cannon"; IDWEA_NANO = 00301248, "NANO"; IDWDESC_NANO = 00301249, "Nano-Infuser"; IDWEA_NCAN = 00301250, "NCAN"; IDWDESC_NCAN = 00301251, "Nanite Cannon"; IDWEA_SGUN = 00301252, "SGUN"; IDWDESC_SGUN = 00301253, "Smart Gun"; // ballistic weapons IDWEA_ATC = 00301280, "ATC"; IDWDESC_ATC = 00301281, "Autocannon"; IDWEA_HATC = 00301282, "HATC"; IDWDESC_HATC = 00301283, "Heavy Autocannon"; IDWEA_EMC = 00301284, "EMC"; IDWDESC_EMC = 00301285, "Electro-Mag Autocannon"; IDWEA_BC = 00301286, "BC"; IDWDESC_BC = 00301287, "Blast Cannon"; IDWEA_HBC = 00301288, "HBC"; IDWDESC_HBC = 00301289, "Heavy Blast Cannon"; IDWEA_RAIL = 00301290, "RAIL"; IDWDESC_RAIL = 00301291, "Railgun"; // bombs IDWEA_LGB = 00301320, "LGB"; IDWDESC_LGB = 00301321, "Laser-guided Bomb"; IDWEA_HAD = 00301322, "HAD"; IDWDESC_HAD = 00301323, "Hades"; // missles IDWEA_VIP8 = 00301360, "VIP8"; IDWDESC_VIP8 = 00301361, "Pit Viper Missile 8-Pack"; IDWEA_VIP12 = 00301362, "VIP12"; IDWDESC_VIP12 = 00301363, "Pit Viper Missile 12-Pack"; IDWEA_SPR6 = 00301364, "SPR6"; IDWDESC_SPR6 = 00301365, "Sparrow Missile 6-Pack"; IDWEA_SPR10 = 00301366, "SPR10"; IDWDESC_SPR10 = 00301367, "Sparrow Missile 10-Pack"; IDWEA_SWRM = 00301368, "SWRM"; IDWDESC_SWRM = 00301369, "SWARM Missile 6-Pack"; IDWEA_MIN = 00301370, "MIN"; IDWDESC_MIN = 00301371, "Minion Missile 10-Pack"; IDWEA_SHRK = 00301372, "SHRK"; IDWDESC_SHRK = 00301373, "Shrike Missile 8-Pack"; IDWEA_APHID = 00301374, "APHID"; IDWDESC_APHID = 00301375, "APHID Agile Missile 10-Pack"; // mines IDWEA_ARA4 = 00301400, "ARA6"; IDWDESC_ARA4 = 00301401, "Arachnitron 6-Pack Mine"; IDWEA_ARA8 = 00301402, "ARA10"; IDWDESC_ARA8 = 00301403, "Arachnitron 10-Pack Mine"; IDWEA_ARA12 = 00301404, "ARA14"; IDWDESC_ARA12 = 00301405, "Arachnitron 14-Pack Mine"; IDWEA_PRX6 = 00301406, "PRX6"; IDWDESC_PRX6 = 00301407, "HHG Proximity Charge 6"; IDWEA_PRX10 = 00301408, "PRX8"; IDWDESC_PRX10 = 00301409, "HHG Proximity Charge 8"; IDWEA_PRX15 = 00301410, "PRX10"; IDWDESC_PRX15 = 00301411, "HHG Proximity Charge 10"; IDWEA_CMD10 = 00301412, "CMD10"; IDWDESC_CMD10 = 00301413, "Command Detonated 10-Pack"; IDWEA_CMD15 = 00301414, "CMD15"; IDWDESC_CMD15 = 00301415, "Command Detonated 15-Pack"; IDWEA_CMD20 = 00301416, "CMD20"; IDWDESC_CMD20 = 00301417, "Command Detonated 20-Pack"; // artillery weapons IDWEA_NIKE = 00301440, "NIKE"; IDWDESC_NIKE = 00301441, "Nike Siege Gun"; IDWEA_AML = 00301442, "AML"; IDWDESC_AML = 00301443, "Artillery Missile Launcher"; IDWEA_CYART = 00301444, "CYARTL"; IDWDESC_CYART = 00301445, "Cybrid Artillery Gun"; IDWEA_RBART = 00301446, "RBARTL"; IDWDESC_RBART = 00301447, "Rebel Artillery Gun"; // special effect weapons IDWEA_RAD = 00301480, "RAD"; IDWDESC_RAD = 00301481, "Radiation Gun"; IDWEA_DIS = 00301482, "DIS"; IDWDESC_DIS = 00301483, "Disrupter"; IDWEA_EHUL = 00301484, "EHUL"; IDWDESC_EHUL = 00301485, "Electrohull"; IDWEA_PROB = 00301486, "PROB"; IDWDESC_PROB = 00301487, "Seismic Probe"; IDWEA_FOG = 00301488, "FOG"; IDWDESC_FOG = 00301489, "Finger of God"; // turret-only (oversize) weapons IDWEA_TUR_HLAS = 00301700, "TUR HLAS"; IDWDESC_TUR_HLAS = 00301701, "Turret Heavy Laser"; IDWEA_TUR_IVIP1 = 00301702, "TUR IVIP1"; IDWDESC_TUR_IVIP1 = 00301703, "Turret Internal Pit Viper Single-Shot"; IDWEA_TUR_IHLAS = 00301704, "TUR IHLAS"; IDWDESC_TUR_IHLAS = 00301705, "Turret Internal Heavy Laser"; IDWEA_TUR_CAN = 00301706, "TUR CAN"; IDWDESC_TUR_CAN = 00301707, "Turret Cannon"; IDWEA_TUR_ARTL = 00301708, "TUR ARTL"; IDWDESC_TUR_ARTL = 00301709, "Turret Artillery"; IDWEA_TUR_ISENT = 00301710, "TUR ISENT"; IDWDESC_TUR_ISENT = 00301711, "Turret Internal Sentry"; IDWEA_TUR_HATC = 00301712, "TUR HATC"; IDWDESC_TUR_HATC = 00301713, "Turret Heavy Autocannon"; IDWEA_TUR_MFAC = 00301714, "TUR MFAC"; IDWDESC_TUR_MFAC = 00301715, "Turret MFAC Retrofit"; IDDAT_END_WEAPON = 00301999, "-- Weapon Descriptions DATA group reserves Part 3-2 Editing the Sim.Strings.cs file First find the weapons discriptions tag. Now lets look at the MFAC’s. IDWEA_MFAC = 00301246, "MFAC"; IDWDESC_MFAC = 00301247, "Magneto-Fusion Assault Cannon"; Remember these from the datWeapon.cs file? I said these were important. This is why. This is the file that lets you select them in a game. If you have a new weapon just go to the bottom of the type of weapon you are making, like missile, energy, mine and so on, and use the next two highest numbers. Now you will need to open up Sim.Strings.cs in notepad. The readability, if I pasted it, would be very low. Go to the part that says Internal Component Specification... Now scroll down until you see weapons\\. This where you create what the weapon says on the screen in the depot. There are instructions by where it says Internal Component Specification on what to do to make it justified and that stuff. You just put the Sort_tag in front like idwea_mfac except you add spec. So it is idspec_wea_mfac. In part 4, I have an example of a new weapon, and what should be in the files. Part 4-1 DatWeapon.cs file Add this to your datWeapons.cs file. At the end. //------------------------------------------------------------------------- // Magneto-Fusion Assault Repeater Cannon {masters} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 151 , "wm_mfac.dts", X, IDSFX_MFAC, 1200 , X, IDSPEC_WEA_MFARC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_MFARC, IDWDESC_MFARC, "MFAC_S.bmp", "MFAC_SD.bmp", "MFAC_L.bmp", "MFAC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 8 , 1225 , 10.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_mfac.dts", "mz_mfacT.dts", F, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 0.8 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId Charge_limit Charge_rate weaponEnergy( 13 , 200 , 150.00 ); //------------------------------------------------------------------------- Part 4-2 DatProjectile.cs file Add this to the energy projectiles. NewEnergy( MFARC, 61 , 1300 , 1000 , 300 , 50 , 255 , 100 , 25 , 100 , 0.5 , 0.40 , 0.40 , 0.20 , 0.00 , 0.00 , 0.00 , 1.00 , 1.00 , T, "pr_mfac.dts", "pr_mfacT.dts", IDDTS_IMP_M, IDDTS_SHIELD_LSR ); Part4-3 Sim.Strings.cs file Add this under weapon description tags. It must be placed under quantum weapons in the weapon description tags. IDWEA_MFARC = 00301254, "MFARC"; IDWDESC_MFARC = 00301255, "Magneto-Fusion Assault Repeater Cannon"; Now place this in the Internal Component Specification group. Place it as the last one under weapons. IDSPEC_WEA_MFARC = 00303349 , "IT WORKED ";// Smart Gun If you have any questions at all or can add to my knowledge e-mail me at BoeschJ@Juno.com or if it is a file e-mail me at boeschj@yahoo.com.