- Timestamp:
- May 2, 2012, 1:22:20 PM (12 years ago)
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code/branches/newlevel2012/src/modules/towerdefense/towerdefensereadme.txt
r9141 r9143 11 11 Tower 12 12 Represents a Tower 13 I'm not actually sure if you have to code C++ in order to have your result. I would suggest to simply create a new spaceship template or maybe better a 14 new template for a pawn. (The tower don't need to be spaceships; pawn is just fine.) 15 Example for a template: /data/levels/templates/assff.oxt && /data/levels/include/weaponSettingsAssff.oxi 16 @ assff.oxt: you don't need an engine (or your towers could fly away :-) and probably no Cameras. (just try what happens if you leave them out.) 17 @ weaponSettingsAssff.oxi: 18 <weaponslots>: location where you want to have your tower to be equiped with weapons 19 <weaponsets> : if you press fire, you actually always fire a whole set of weapons. The amount of weaponsets is defined here. (I'm not 100% sure whether this explanation is right.) 20 21 There are three <Weapon> tags - one for each weaponslot. Each weapon can contain several objects which you would probably 22 refer to as "weapons": 23 24 LightningGun: Shoots a slow, rotation, yellow "ball". 25 HsW01: the default laser weapon 26 SimpleRocketFire: a weak (self steering) rocket 27 RocketFire: a strong rocket 28 29 About your Tower's Template location - either keep it in the level or do it similarly to the Assff templates. 30 (If your towers behave & look nicely, I'm quite sure others want to include them in other levels, too.) 13 31 14 32
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