undefined More... undefined [Close] undefined [Close] undefined //------------------------------------------------------------------------- // Aphid AA Missile System Pack 10 { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 147 , "wg_min.dts", S, IDSFX_APH, 800 , A, IDSPEC_WEA_APHID ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_APHID, IDWDESC_APHID, "LaserMissile_S.bmp", "LaserMissile_SD.bmp", "LaserMissile_L.bmp", "LaserMissile_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 3 , 595 , 3.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_smok.dts", "mz_smokT.dts", T, 0 , 0 , 0 , 0 ); // Reload/anim_time Lock_time Converge weaponGeneral( 3.0 , 4.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 47 , 10 , 10 , 1 ); // mines //------------------------------------------------------------------------- // Arachnitron 4 pack {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 131 , "wc_shrk.dts", S, IDSFX_ARA4, 800 , C, IDSPEC_WEA_ARA4 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_ARA4, IDWDESC_ARA4, "ARA_S.bmp", "ARA_SD.bmp", "ARA_L.bmp", "ARA_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 3 , 410 , 2.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 3.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 31 , 6 , 6 , 1 ); //------------------------------------------------------------------------- // Arachnitron 8 pack {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 132 , "wc_shrk.dts", M, IDSFX_ARA8, 1000 , C, IDSPEC_WEA_ARA8 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_ARA8, IDWDESC_ARA8, "ARA_S.bmp", "ARA_SD.bmp", "ARA_L.bmp", "ARA_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 450 , 4.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 3.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 31 , 10 , 10 , 1 ); //------------------------------------------------------------------------- // Arachnitron 12 pack {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 133 , "wc_shrk.dts", L, IDSFX_ARA12, 1200 , C, IDSPEC_WEA_ARA12 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_ARA12, IDWDESC_ARA12, "ARA_S.bmp", "ARA_SD.bmp", "ARA_L.bmp", "ARA_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 490 , 6.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 3.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 31 , 14 , 14 , 1 ); //------------------------------------------------------------------------- // Proximity 6 pack {common} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 134 , "wg_vip8.dts", S, IDSFX_PRX6, 800 , A, IDSPEC_WEA_PRX6 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_PRX6, IDWDESC_PRX6, "PRX_S.bmp", "PRX_SD.bmp", "PRX_L.bmp", "PRX_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 1 , 400 , 1.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.5 , 0.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 32 , 6 , 6 , 1 ); //------------------------------------------------------------------------- // Proximity 10 pack {common} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 135 , "wg_vip8.dts", M, IDSFX_PRX10, 1000 , A, IDSPEC_WEA_PRX10 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_PRX10, IDWDESC_PRX10, "PRX_S.bmp", "PRX_SD.bmp", "PRX_L.bmp", "PRX_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 2 , 425 , 3.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.5 , 0.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 32 , 8 , 8 , 1 ); //------------------------------------------------------------------------- // Proximity 15 pack {common} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 136 , "wg_vip8.dts", L, IDSFX_PRX15, 1200 , A, IDSPEC_WEA_PRX15 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_PRX15, IDWDESC_PRX15, "PRX_S.bmp", "PRX_SD.bmp", "PRX_L.bmp", "PRX_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 3 , 450 , 5.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.5 , 0.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 32 , 10 , 10 , 1 ); // artillery weapons //------------------------------------------------------------------------- // Nike Siege Gun {terran} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 1 , "wt_nike.dts", X, IDSFX_NIKE, 1050 , H, IDSPEC_WEA_NIKE ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_NIKE, IDWDESC_NIKE, "HBC_S.bmp", "HBC_SD.bmp", "HBC_L.bmp", "HBC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 1000 , 8.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_rail.dts", "mz_railT.dts", T, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 3.5 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 13.25 , 0.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 40 , 30 , 30 , 1 ); //------------------------------------------------------------------------- // Artillery Missle Launcher { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 2 , "wg_vip12.dts", X, IDSFX_AML, 1050 , A, IDSPEC_WEA_AML ); // right shape but not working now "wp_misl.dts", // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_AML, IDWDESC_AML, "6missilePack_S.bmp", "6missilePack_SD.bmp", "6missilePack_L.bmp", "6missilePack_LD.bmp" ); // right shape but not working now wp_misl.dts, // Techlevel CombatValue Mass weaponInfo2( 5 , 1000 , 15.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 5.0 , 10.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 0.20 , 1.50 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 41 , 10 , 10 , 1 ); // special weapons //------------------------------------------------------------------------- // Radiation Gun {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 142 , "wc_rad.dts", M, IDSFX_RAD, 900 , C, IDSPEC_WEA_RAD ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_RAD, IDWDESC_RAD, "RAD_S.bmp", "RAD_SD.bmp", "RAD_L.bmp", "RAD_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 770 , 3.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_blas.dts", "mz_blasT.dts", T, 112 , 246 , 116 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.50 , 0.80 ); // projectileId Charge_limit Charge_rate weaponEnergy( 42 , 112 , 75.00 ); //------------------------------------------------------------------------- // Disrupter {terran} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 3 , "wt_dis.dts", M, IDSFX_DIS, 1000 , H, IDSPEC_WEA_DIS ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_DIS, IDWDESC_DIS, "DIS_S.bmp", "DIS_SD.bmp", "DIS_L.bmp", "DIS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 6 , 600 , 4.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_dis.dts", "mz_disT.dts", T, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 3.50 , 1.00 ); // projectileId Charge_limit Charge_rate weaponEnergy( 43 , 105 , 70.00 ); //------------------------------------------------------------------------- // Electrohull {terran} // This is some ramming enhancer which is fired automatically in a collision with // another vehicle // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 4 , internal, M, IDSFX_EHUL, 300 , H, IDSPEC_WEA_EHUL ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_EHUL, IDWDESC_EHUL, "EHUL_S.bmp", "EHUL_SD.bmp", "EHUL_L.bmp", "EHUL_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 6 , 500 , 5.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 0.20 , 1.50 ); // projectileId Charge_limit Charge_rate weaponEnergy( 44 , 200 , 20.00 ); //------------------------------------------------------------------------- // Seismic Probe {terran} // Id Shape Size Sound_Tag Damage Tech Base Description Tag //newWeapon( 5 , "wg_las.dts", M, IDSFX_PROB, 1000 , H, IDSPEC_WEA_PROB ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp //weaponInfo1( IDWEA_PROB, IDWDESC_PROB, "RAIL_S.bmp", "RAIL_SD.bmp", "RAIL_L.bmp", "RAIL_LD.bmp" ); // Techlevel CombatValue Mass //weaponInfo2( 7 , 1000 , 16.00 ); // Reload/anim_time Lock_time Converge //weaponGeneral( 5.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 0.20 , 1.50 ); // projectileId Charge_limit Charge_rate //weaponEnergy( 45 , 500 , 20.00 ); //------------------------------------------------------------------------- // Finger of God {terran} // The FOG is about as special as they get. What is actually mounted to the vehicle // is merely some kind of radio switch (thus no shape) which informs the satellite that // it should fire at the current target. The beam itself will originate from the sky. // Id Shape Size Sound_Tag Damage Tech Base Description Tag //newWeapon( 146 , internal, X, IDSFX_FOG, 1000 , H, IDSPEC_WEA_FOG ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp //weaponInfo1( IDWEA_FOG, IDWDESC_FOG, "RAIL_S.bmp", "RAIL_SD.bmp", "RAIL_L.bmp", "RAIL_LD.bmp" ); // Techlevel CombatValue Mass //weaponInfo2( 1 , 2000 , 1.00 ); // Reload/anim_time Lock_time Converge //weaponGeneral( 1.0 , 30.0 , F ); // FireOffset (X) (Y) (Z) FireTime //weaponShot( 0.00 , 0.00 , 0.00 ); // projectileId maxAmmo startAmmo roundsPerVolley //weaponAmmo( 46 , 1 , 1 , 1 ); //------------------------------------------------------------------------- // Cybrid Artillery Gun // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 20 , "wc_artl.dts", X, IDSFX_NIKE, 1050 , C, IDSPEC_WEA_BC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_CYART, IDWDESC_CYART, "HBC_S.bmp", "HBC_SD.bmp", "HBC_L.bmp", "HBC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 1000 , 10.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_rail.dts", "mz_railT.dts", T, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 4.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 15.65 , 0.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 60 , 30 , 30 , 1 ); //------------------------------------------------------------------------- // Rebel Artillery Gun // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 21 , "wr_artl.dts", X, IDSFX_NIKE, 1050 , H, IDSPEC_WEA_BC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_RBART, IDWDESC_RBART, "HBC_S.bmp", "HBC_SD.bmp", "HBC_L.bmp", "HBC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 1000 , 10.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_rail.dts", "mz_railT.dts", T, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 4.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 12.14 , 0.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 60 , 30 , 30 , 1 ); //------------------------------------------------------------------------- //Smart Gun // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 150 , "wm_sgun.dts", M, IDSFX_SGUN, 900 , X, IDSPEC_WEA_SGUN ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_SGUN, IDWDESC_SGUN, "SGUN_S.bmp", "SGUN_SD.bmp", "SGUN_L.bmp", "SGUN_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 7 , 625 , 5.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_blas.dts", "mz_blasT.dts", T, 112 , 246 , 116 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 0.8 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.50 , 0.70 ); // projectileId Charge_limit Charge_rate weaponEnergy( 50 , 20 , 25.00 ); // Turret weapons //------------------------------------------------------------------------- // Turret Heavy Laser { common } // Id Shape Size Sound_Tag Damage Tech Base newWeapon( 6 , "wx_gun.dts", X, IDSFX_HLAS, 225, A ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TUR_HLAS, IDWDESC_TUR_HLAS, "HLAS_S.bmp", "HLAS_SD.bmp", "HLAS_L.bmp", "HLAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 2 , 150 , 5.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_las.dts", "mz_lasT.dts", T, 239 , 90 , 90 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 5.00 , 0.52 ); // projectileId Charge_limit Charge_rate weaponEnergy( 2 , 30 , 15.00 ); //------------------------------------------------------------------------- // Turret Internal Pit Viper Single-Shot { common } // Id Shape Size Sound_Tag Damage Tech Base newWeapon( 7 , internal, S, IDSFX_VIP8, 20, A ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TUR_IVIP1, IDWDESC_TUR_IVIP1, "VIP_S.bmp", "VIP_SD.bmp", "VIP_L.bmp", "VIP_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 0 , 300 , 3.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.5 , 3.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 0.00 , 0.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 24 , 1 , 1 , 1 ); //------------------------------------------------------------------------- // Turret Internal Heavy Laser { common } // Id Shape Size Sound_Tag Damage Tech Base newWeapon( 8, "internal", X, IDSFX_HLAS, 225, A ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TUR_IHLAS, IDWDESC_TUR_IHLAS, "HLAS_S.bmp", "HLAS_SD.bmp", "HLAS_L.bmp", "HLAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 2 , 150 , 5.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_las.dts", "mz_lasT.dts", T, 239 , 90 , 90 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 5.00 , 0.52 ); // projectileId Charge_limit Charge_rate weaponEnergy( 2 , 30 , 15.00 ); //------------------------------------------------------------------------- // Turret Cannon { common } // Id Shape Size Sound_Tag Damage Tech Base newWeapon( 9 , "wx_can.dts", X, IDSFX_BC, 1200, A ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TUR_CAN, IDWDESC_TUR_CAN, "BC_S.bmp", "BC_SD.bmp", "BC_L.bmp", "BC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 920 , 8.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_rail.dts", "mz_railT.dts", T, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.7 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 18.35 , 0.57 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 19 , 25 , 25 , 1 ); //------------------------------------------------------------------------- // Turret Artillery { common } // Id Shape Size Sound_Tag Damage Tech Base newWeapon( 12 , "wx_artl.dts", X, IDSFX_HBC, 600, A ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TUR_ARTL, IDWDESC_TUR_ARTL, "HBC_S.bmp", "HBC_SD.bmp", "HBC_L.bmp", "HBC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 1015 , 10.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_rail.dts", "mz_railT.dts", T, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 11.52 , 0.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 20 , 15 , 15 , 1 ); //------------------------------------------------------------------------- // Turret Internal Sentry {common} // Id Shape Size Sound_Tag Damage Tech Base newWeapon( 13 , "wc_pbw.dts", I, IDSFX_PBW, 1200, A ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TUR_ISENT, IDWDESC_TUR_ISENT, "PBW_S.bmp", "PBW_SD.bmp", "PBW_L.bmp", "PBW_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 900 , 7.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_pbw.dts", "mz_pbwT.dts", T, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.8 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 0.00 , 0.00 ); // projectileId Charge_limit Charge_rate weaponEnergy( 9 , 100 , 50.00 ); //------------------------------------------------------------------------- // Turret Heavy Autocannon { common } // Id Shape Size Sound_Tag Damage Tech Base newWeapon( 14 , "wx_gat.dts", X, IDSFX_HATC, 400, A ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TUR_HATC, IDWDESC_TUR_HATC, "HATC_S.bmp", "HATC_SD.bmp", "HATC_L.bmp", "HATC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 2 , 150 , 5.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_hatc.dts", "mz_hatcT.dts", F, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 6.00 , 1.50 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 17 , 4000 , 4000 , 21 ); //------------------------------------------------------------------------- // MFAC Turret (Heavy Laser) { common } // Id Shape Size Sound_Tag Damage Tech Base newWeapon( 15 , "wx_TURM.dts", X, IDSFX_MFAC, 225, H ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TUR_MFAC, IDWDESC_TUR_MFAC, "HLAS_S.bmp", "HLAS_SD.bmp", "HLAS_L.bmp", "HLAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 2 , 150 , 5.00 ); // 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( 2.8 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 5.00 , 0.52 ); // projectileId Charge_limit Charge_rate weaponEnergy( 13 , 155 , 50.00 ); Sorry about it being so small but for easy reading purposes it had to be. If this is what you see then you did that part of the guide right. If not try it again and check to see if you did everything right. Part 1-2 Editing datWeapon.cs file As an example for editing this file we are going to use the MFAC. //------------------------------------------------------------------------- // Magneto-Fusion Assault Cannon {masters} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 113 , "wm_mfac.dts", X, IDSFX_MFAC, 1200 , X, IDSPEC_WEA_MFAC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_MFAC, IDWDESC_MFAC, "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( 2.8 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId Charge_limit Charge_rate weaponEnergy( 13 , 155 , 50.00 ); //------------------------------------------------------------------------- Part 1-2 Editing the datWeapons.cs file First is the newweapon line. Now lets discuss what each thing means. Id is the Id #. If you are creating a weapon make this higher than the highest one already in existance. The shape is the dts file the computer uses to make its shape. The size is the size of the hard point required to mount it. Damage is how much it can take not how much it gives. Tech base is another thing showing how big it is. The weapon info line 1 contains the skins of the weapon and the name tags. The name tags are very important. They are used in other cs files that help build the weapon. The weapon info line 2 contains the techlevel, combat value, and mass. The tech level is how high on the levels of technology the weapon is. They are 0 to 10. The combat value is just an overall value so that you can decide if the gun is worth taking to combat. The mass is just how much weight the gun adds to your herc. The weapon muzzle line is just a line controlling what dts files the computer uses to make the muzzle of the gun. The flash color is what color the muzzle flashes when the gun is fired. The r is how much red. The g how much green, and so forth. The weapon general line is a small but useful line. First it controls the reload time. So you could make it say 1 and the MFAC would become a MFARC. A magneto fusion assault repeater cannon. Next is the locking time. This how long it takes a tracking weapon to lock on. Next is whether or not the weapon locks on. The next line controls how the weapon shoots. The offset is how does the projectile appear on the weapon. Does it appear at the end of the muzzle or a foot away, is what this controls. The next is the firetime. This is how long it takes the gun to shoot after you press the button. The projectile Id is very important. It links this file to the datProjectile.cs file. The projectle Id is what links it. So if you are making a new weapon you could use an already made projectile and it should work, that is if you don’t want to make your own. Next is the charge limit. This is how high the weapon can be charged. The last thing on this line is charge rate. This is how fast the weapon charges. Now go to part three.