Farren's guide to entities and ladders - Part
1
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Hello I am Farren and since Goldenbeast has been
away/busy I am writing this tutorial on entities and ladders etc
Entities
An entity is something you can manipulate or use in some way, for
example a gun is an entity and a switch is and so is a door.
Making Your Own Entities
The first thing you have to do is start the editor and go to entity
editor. Then click new. Choose the type of entity, for this tutorial
we will use a weapon.
Then
click OK. After that click on weapon and choose weapon type, for this
we will use Rifle. Then choose Magazine capacity, for this we will use
20. Skip projectile sprite.
Ammo type is to choose what type of ammo it uses
for this we will use .303.
Move on to weapon perk if you want it to be able to see in the dark
click night scope but for this leave it on none.
Next minimum damage sets the minimum for this
choose 10.
Maximum damage, for this tutorial set it to30.
Damage radius is for blast weapons as this isn't leave it on 0.
Default base damage is to choose what type of
damage it gives for this leave it on normal.
Default special damage is for if you want to
make it knockover/stun/poison/radiate/normal leave it on normal.
Default ammo type makes you choose what ammo
it chooses I suggest leaving it.
Sound type chooses the type of sound it makes.
Put it on rifle
IF it looks like this good if it doesn't, email
me at willatgamezone@aol.com
Ok DO NOT EVEN TOUCH DESTORY USER. Unless you
want to make the gun kill its user
Names, do the same name for each of the windows
for this tutorial we will use DAC.
Image, choose a sprite (picture) for the
gun for this we will use the M14.
Collectable, this is where to set the price and
weight of the gun. For this tutorial we will make it weigh 7 and cost
2000 if you want to let the player be able to loot it check Loot able
Requirements.
Attributes. Leave this. As it isn't necessary
Stats. This is where to set the minimums for
you to use this weapon. For this tutorial we will set strength to 5
and leave the rest.
Leave the rest of the section as most of it is
just to define the minimums and you can be VERY precise as to what requirements
you want.
Effect.
This is where you can make it up the users perception level etc.
for this tutorial we will leave this.
Modifiers
This is what you will spend most of your time in if you are making
a drug, as like above we don't need this one for our DAC gun
Weapon Modes
Finally we come to the fun stuff this is where you make the weapon
modes.
First check Enable this mode
Display Name
Weapons Skill, this is where you choose what type of weapon skill
this weapon mode is for. This tutorial will have "Small Guns"
Animation Name this is the animation name for
the weapon mode i.e. the name you see when you use the weapon
Range class.
This will need some explaining so I will make this a chapter.
Hand2Hand This is close range within 1 hex off
the target
Melee. Like above but with a range of 2
Thrown. Thrown (Ranged) use the maximum range
to set this ones range
Short. Short range this is the standard one because
the hit chance is best close and worse far off.
Long. The reverse of above
Scoped. For sniper rifles this will have a high
hit chance
Long only is only long it isn't for short range
i.e. it can't be used in a close range situation
For this tutorial we will use "Short"
Maximum range sets the longest range for this
weapon for this tutorial we will use 35
Spread (Arc). For guns. This should be set at
straight or none for a single shot. For burst set it to Burst spray
is much like burst. Cone is for shotguns mostly because it is a spray
of shell. Radial is something I haven't tried. This tutorial requires
that we set it to Straight
Accuracy Bonus. This sets a bonus for hit percentage.
The tutorial will have 10
Damage multiplier. Multiplies the damage set
at the beginning by whatever you put here I think we should leave it
at one.
Ammo usage sets the amount of ammo this mode
uses, as this is single shot we set it to 1
Can call shot. This sets weather or not you can
target this shot at a body part we will set this to yes.
Critical chance sets the critical chance you
will have when using this mode we will set it to 10
Knockover chance is for putting a chance
to knock the target over i.e. 100 would always knockover set this to
2
Action Cost type sets the action cost I suggest
experimenting with this we will set this to Ranged Single
Impact effects sets a sprite to make the projectile
have viewable trails like the gauss rifle does. Leave this blank for
now
Has projectile sets weather you can see the projectile
moving set this to no (don't click on it)
Destroy on use is for those pyromaniacs who want
to gun to destroy and become inoperable after using this mode. Leave
it for this.
Light Effect is what light you want this mode
to make since this mode is single put it on SingleBulletLarge.
Impact sound effects is the sound it makes when
it hits its target put this on bullet
Well done if you made this weapon you can say that you made a weapon
entity for Fallout Tactics: Brotherhood of Steel
If you have any questions email me Willatgamezone@aol.com
Or send an ICQ message to 121414653
Part 2 will be on characters and other entities
I won't write another article unless I have 75
email or ICQ messages. No sending twice. Also if you don't want to have
another entity tutorial and want it on something else email again
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