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For example if you have an AreaTrigger script, connect it to a collision area (a sensor collider you place from the "Collision" tab), and then connect it to other scripts that do things when a player enters the collider. This looks something like this: https://4o4.nl/20170708iGTd4.png (in this example, I have connected it to a simple ScriptLink script, which does nothing but connect scripts to other scripts). Execution follows along the arrows.
I'm on my phone at the moment so can't give much more details but I hope this helps for now!
2. You'll need to use a DangerArea script to do damage to a sensor collider.
You can find the buffs by looking at the campaign levels, but I'd like to put it on the wiki eventually.
To extract the levels you'll want to use the example at the bottom of the tutorial page, but instead of using their example, type PACKAGER.exe /u scenarios/bogus_detour.bds /d scenarios/bogusdetour
Also note I come from the same modding background ;)
The menu level file is the level used for the main menu's backdrop. (Eg. when you go into the singleplayer menu, you can see through the menu to the level when selecting certain levels)
The "missing" level file is loaded when a scenario attempts to load a level that doesn't exist, just as a visual feedback that something is wrong.
I am developing a level for #SERIOUSMOD and I have one serious question. I would like to learn how to add new weapons to the game. For example, to make a "new" shotgun based on the old, but with different parameters. For example, to make a shotgun that shoots ... small rockets? Like in the Borderlands!! Is this possible to do? What is needed for this?
For me it is important, because It is necessary to pass the modification to the competition. I'm afraid that if it's just a level on fully standard resources, then it will not go to the competition...
Maybe somewhere I can see the manuals? I could not find any...
What you're looking for in particular here is extracting the main resources. After you extract the resources, you will find a "weapons" folder containing sval and unit files. These sval files describe the weapon behavior. Basically, you copy the shotgun file for example, modify what you want, and then give it to the player (either by item unit, or something else). Weapon pickups are in the "items" folder.
To expand a bit on the custom weapon thing; most weapons have actions. Shotgun for example has a HitscanSpread action, which does what you expect - it shoots several hitscans in a certain spread. If you wanted to shoot a spread of projectiles, you should use the ShootProjectile action.
We should probably document these actions properly (I'll see what I can do on the wiki soon for this), but these are the properties you want to set for ShootProjectile to shoot multiple projectiles in a spread (like a shotgun):
- projectile - String, the filename of the projectile to use
- projectiles - Int, the amount of projectiles to shoot
- spread - Int, amount of degrees to spread the projectiles at
If you want to get adventurous, you can also check out the source code for actions if you have extracted the resources; ShootProjectile can be found at "scripts/Behaviors/Actions/ShootProjectile.as".