Help adding GC2 weapon to GC3

So I want to add the old Doom Ray weapon in GC2, as a race specific weapon in GC3.

This was my old GC2 modified Doom Ray

    <Weapon>
        <Name>Impulse Beam</Name>
        <DisplayName>Impulse Beam</DisplayName>
        <Class>B</Class>
        <Type>5</Type>
        <Size>10</Size>
        <SizeMod>4</SizeMod>
        <Cost>165</Cost>
        <Damage>26</Damage>
        <Model>BlankComps</Model>
        <Thumbnail>ImpulseBeam</Thumbnail>
        <Category>Beam</Category>
        <Tech_Requirement>Impulse Beam</Tech_Requirement>
    <Animation>ImpulseBeam.x</Animation>
    <FrameCount>60</FrameCount>
    <LaunchFrame>30</LaunchFrame>
    <ImpactFrame>30</ImpactFrame>
    <Explosion>Explosion_normal.png</Explosion>
    <AttackSound>ImpulseBeam</AttackSound>
    <ExplosionSound0>battle_explosion_small</ExplosionSound0>
    <ExplosionSound1>battle_explosion_small_2</ExplosionSound1>
    <ExplosionSound2>battle_explosion_beam</ExplosionSound2>
    <DeflectSound>battle_shield_deflect_3</DeflectSound>
    <ScaleWidthPercent>380</ScaleWidthPercent>
        <FlavorText0>ZetaCon Industries Impulse Beam.</FlavorText0>
        <FlavorText1>Lockheed-2332 Impulse Beam.</FlavorText1>
    </Weapon>

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The new one that I've started so far. What I'me having trouble figuring out, is what to put in for the <WeaponFX></WeaponFX> IN GC2, this was handled by a single animation file. Has anyone tried and successfully done something similar?

  <ShipComponent>
    <InternalName>ImpulseBeam</InternalName>
    <DisplayName>ImpulseBeam_Name</DisplayName>
    <Description>ImpulseBeam_Dec</Description>
    <ArtDefine>WeaponModel_10</ArtDefine>
    <Category>Weapons</Category>
    <Type>BeamWeapon</Type>
    <PlacementType>Weapon</PlacementType>
    <WeaponFX>
      <EmissionFX>BeamDoomray_Emission</EmissionFX>
      <ProjectionFX>BeamDoomray</ProjectionFX>
      <HitFX>BeamDoomray_Hit</HitFX>
      <DeflectionFX>BeamDoomray_Deflection</DeflectionFX>
    </WeaponFX>
    <Stats>
      <EffectType>Threat</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1.4</Value>
    </Stats>
    <Stats>
      <EffectType>BeamManufacturingCost</EffectType>
      <Scope>Queue</Scope>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1200</Value>
    </Stats>
    <Stats>
      <EffectType>BeamMass</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <ValueType>Special</ValueType>
      <SpecialValue>
        <Special>HullMassScaleMod</Special>
        <ValueParam>16</ValueParam>
        <ValueParam>0.01</ValueParam>
      </SpecialValue>
    </Stats>
    <Stats>
      <EffectType>BeamWeapon</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Stats>
    <Stats>
      <EffectType>BeamAttack</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>30</Value>
    </Stats>
    <Stats>
      <EffectType>Maintenance</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>7.75</Value>
    </Stats>
    <Prerequ>
      <Techs>
        <Option>ImpulseBeam</Option>
      </Techs>
    </Prerequ>
  </ShipComponent>

14,652 views 4 replies
Reply #1 Top

Im not sure I understand what you want exactly? You have the correct files there for the Doom Ray effect.

Maybe you want a new color? If so take a look at my GST mod and you will see how I have added new colors for weapon effects. I have even applied a beam effect for a Kinetic weapon.

Reply #2 Top

I'm trying to add a beam weapon from GC2 Twilight. It would be equivalent to the Doom Ray and be a race specific weapon.

 

The Doom Ray effects are what I want to change. And put the old weapon's effect in place of it. But the weapon effects in GC2 were handled by a single .x animation file.

I doubt simply changing this in weaponFX would work:
<WeaponFX>
     <Animation>ImpulseBeam.x</Animation>
    <FrameCount>60</FrameCount>
    <LaunchFrame>30</LaunchFrame>
    <ImpactFrame>30</ImpactFrame>
    </WeaponFX>

Reply #3 Top

Importing from an old game, not going to happen. It s all handled differently by the new engine, you need to look at the FX xmls to understand how it all works and links together. Then maybe you can come up with the effect you want.

+1 Loading…
Reply #4 Top

I was afraid you were going to say that. Thanks for the help