 |
|
ADDING
A NEW WEAPON
TO XWA
BY DARKSABER |
| Note: This file can be saved to your hard drive for browsing
or future reference. All I ask it that you DO NOT
place them on your own site, if you wish to link to
them please do so, but only through my main site address.
Darksaber's
X-Wing Station
Thank
you.
Please
read the Disclaimer
and Copyright.
Credit
also has to go to Battledog
for his info, and Matt for allowing me to edit
one of his Laser Opt's. |
|
A
few things to remember |
- 1. You will have
to have a basic knowledge of BHE.
- 2. When you get
the new weapon to work you will not hear any sound
of the weapon or laser firing.
- 3. The impact effect
for this weapon is yellow, so originally this extra
weapon slot might have been used for a yellow laser,
which if you haven't notice the Firespray in the
cutscenes fires.
- 4. This editing
option is only suitable for small craft such are
Fighters and shuttles, you will know why when you
read the Tutorial.
- 5. Presumably you
have made a new weapon.opt.
|
| Editing
BHE |
| Ok
now to get started, open up BHE, select you project
file (1.1 XwA Module). you can used MXvTED but I would
advise you to used BHE. |
|
| Weapon
Power |
| 1.
The value you input represent the power of the explosion,
the higher the number the bigger the explosion.
2. Select Weapon-Power
and scroll down to the Open Weapon, the bottom most
line, it should be set to 0.
3. Change this to 500
(same as the Full Red laser), but if your installing
a New Missile copy one of the values that closely
reassembles you weapon.
4. Once changed remember
to save the modifications. |
|
| Weapon
Speed |
| 1.
The value you input represents the speed of the weapon,
the higher the value the faster the weapon goes.
2. Select Weapon-Speed
and scroll down to the open weapon, the bottom most
line, again it will be set to 0.
3. Change this value
to 2000, again if your installing a Missile change
the value to as appropriate
4. Save the modifications. |
|
| Weapon
Duration |
| 1.
The value you input represent how long the weapon
lasts, which seem to be in seconds
2. Ok you get the point,
scroll down the open weapon and change the 0 to 1
for a laser.
3. Save. |
|
| Weapon
Type |
| 1.
The Value you enter represents what sort of weapon
your installing.
2. The values are
- 921 Lasers
- 512 Missiles
- 48 Space Bomb
- 256 Countermeasures
3. Scroll down to the
Open Weapon and enter 912 or the value that represents
your weapon.
4. Save. |
|
| Weapon
Behaviour |
| 1.
The Value you enter represents
- 1 means the AI will
target fighters with this weapon.
- 2 means the AI will
target capital ships with it.
- 0 is used on lasers,
and if you set it to 1 or 2 for lasers, the AI will
still fire them at whatever it wants to, but they
will explode, you will be able to target them, and
they will give the proximity warning when they get
near, but they won't guide. They will also spin
your craft around when they hit you, so you could
make a control jammer-style weapon.
2. Scroll down to the
Open Weapon and enter the appropriate value either
0, 1, 2.
3. Save. |
|
| Weapon
Score |
| 1.
This value lets you set the score taken away from
your team's total when you fire a particular warhead.
Setting it to 0 can make it easier on Missile Boat
players, or you can set it higher to give a big penalty
for firing.
Lasers are set to 0,
missiles have different values, look down the list
in BHE.
2. Scroll down to the
Open Weapon and enter 0
2. Save |
|
| Weapon
Opt file |
| 1.
The number you enter corresponds with the line in
equipment0.lst. (from 0 to 158)
2. If you have the
XWAUP Weapons Patch installed remember to take this
into account when entering the new number, if you
have all the New Laser's-Missiles installed the new
number you enter will be 168, otherwise enter 159.
3. While we are at
this point open the Equiment0.lst, scroll down to
the bottom of the list and enter the line FlightModels/YourWeapon.opt
3. Save. |
|
| Weapon
LST Location |
| 1.
The number you enter represent to which LST file you
have installed your opt too
- 0 = Spacecraft0.lst
- 1 = Equipment0.lst
2. As most of the weapons
are in the Equipment 0.lst enter 0
3. Save. |
|
| Weapon
Enable |
| 1.
Self explanatory really
0 = Disables the weapon
3 = Enables the weapon
2. Enter 3
3. Save. |
|
| Weapon
Other Enable |
| 1.
not sure what this does, but the other slots apart
from a couple are set to 9
2. Enter 9
3. Save. |
|
| Editing
your Opt to use the NEW Weapon |
| This
is a simple task set ever hardpoints in the opt to
"None".
You have a few option
of how to do this, either when your making your new
craft add the hardpoints but set them to "None,
don't add hardpoints, or use MXvTED to edit the hardpoints.
Since I edited the
Firespray (Slave One) to use this new weapon. I'll
show you how I did it.
1. Open MXvTED
2. Go to slot 3
3. Click on the OPT
TAB.
4. In the Mesh Box,
click on 0, 1, etc for each mesh
5. In the Mesh Hardpoint
box if the hardpoint is set to RebelLaser or whatever
change this to None and click on Write Hardpoint.
6. Repeat this for
each Hardpoint.
7. Now the hard part
in which you have to experiment if you editing your
own opt.
8. As you have set
all the Hardpoint to "None" you will have
to enter from where you want your Weapons to fire,
so back to BHE.
9. Scroll down to slot
where the Firespray is, or to what every slot you
have install you craft.
10. The main thing
to input is the NEW laser number, so scroll down to
the 1st Laser Type and enter 307, if you read
the description in BHE this value is specifically
for the OPEN WEAPON Slot.
11. To make this simple
here are the values for the Firespray, but as I said
you would have to experiment with the values for your
own craft.
| 1st Laser Type |
307 |
| 2nd Laser Type |
0 |
| 3rd Laser Type |
0 |
| 1st Laser Start
Rack |
0 |
| 2nd Laser Start
Rack |
0 |
| 3rd Laser Start
Rack |
0 |
| 1st Laser End
Rack |
1 |
| 2nd Laser End
Rack |
0 |
| 3rd Laser End
Rack |
0 |
| 1st Laser Link
Code |
2 |
| 2nd Laser Link
Code |
0 |
| 3rd Laser Link
Code |
0 |
| 1st Laser Sequence |
1 |
| 2nd Laser Sequence |
0 |
| 3rd Laser Sequence |
0 |
| 1st Laser Range |
0 |
| 2nd Laser Range |
0 |
| 3rd Laser Range |
0 |
| 1st Laser Fire
Ratio |
0 |
| 2nd Laser Fire
Ratio |
0 |
| 3rd Laser Fire
Ratio |
0 |
| 1st Warhead Type |
287 |
| 2nd Warhead Type |
0 |
| 1st Warhead Start
Rack |
2 |
| 2nd Warhead Start
Rack |
0 |
| 1st Warhead End
Rack |
3 |
| 2nd Warhead End
Rack |
0 |
| 1st Warhead Link
Code |
2 |
| 2nd Warhead Link
Code |
0 |
| 1st Warhead Capacity |
5 |
| 2nd Warhead Capacity |
0 |
| |
|
Note: As I have said "As you have set all the
Hardpoint to "None" you will have
to enter the values from where your Laser's
or Missiles fire from"
From this point
on you will have to experiment, for the values
for your own craft, if you do not enter these
values all the lasers and missiles will fire
from the centerline i.e. X = 0, Y = 0, Z = 0. |
| Rack 0 X |
28 |
| Rack 0 Y |
-204 |
| Rack 0 Z |
102 |
| Rack 0 Cap |
0 |
| Rack 1 X |
-28 |
| Rack 1 Y |
-204 |
| Rack 1 Z |
102 |
| Rack 1 Cap |
0 |
| Rack 2 X |
-54 |
| Rack 2 Y |
-27 |
| Rack 2 Z |
48 |
| Rack 2 Cap |
5 |
| Rack 3 X |
54 |
| Rack 3 Y |
-27 |
| Rack 3 Z |
48 |
| Rack 3 Cap |
5 |
| Rack 4 X |
0 |
| Rack 4 Y |
0 |
| Rack 4 Z |
0 |
| Rack 4 Cap |
0 |
| Rack 5 X |
0 |
| Rack 5 Y |
0 |
| Rack 5 Z |
0 |
| Rack 5 Cap |
0 |
| Rack 6 X |
0 |
| Rack 6 Y |
0 |
| Rack 6 Z |
0 |
| Rack 6 Cap |
0 |
| Rack 7 X |
0 |
| Rack 7 Y |
0 |
| Rack 7 Z |
0 |
| Rack 7 Cap |
0 |
| Rack 8 X |
0 |
| Rack 8 Y |
0 |
| Rack 8 Z |
0 |
| Rack 8 Cap |
0 |
| Rack 9 X |
0 |
| Rack 9 Y |
0 |
| Rack 9 Z |
0 |
| Rack 9 Cap |
0 |
| Countermeasures |
10 |
| Cockpit Y POV |
-30 |
| Cockpit Z POV |
15 |
| Cockpit X POV |
0 |
| |
|
| Leave other values
to 0, unless your craft has rotating turrets. |
12. Save.
13. Ok that should
be it, test it. |
| |