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Timestamp:
May 2, 2012, 1:22:20 PM (12 years ago)
Author:
jo
Message:

Some hints added on how to proceed.

File:
1 edited

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  • code/branches/newlevel2012/src/modules/towerdefense/towerdefensereadme.txt

    r9141 r9143  
    1111Tower
    1212Represents a Tower
     13I'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
     14new template for a pawn. (The tower don't need to be spaceships; pawn is just fine.)
     15Example 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
     21There are three <Weapon> tags - one for each weaponslot. Each weapon can contain several objects which you would probably
     22refer to as "weapons":
     23
     24LightningGun: Shoots a slow, rotation, yellow "ball".
     25HsW01: the default laser weapon
     26SimpleRocketFire: a weak (self steering) rocket
     27RocketFire: a strong rocket
     28                         
     29About 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.)
    1331
    1432
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