How exactely do you change attacks for critters?
Fire bugs..lightning bugs..acid bugs with more potent acid spits.
Is it change text work..?
The only thing( entities) that I have seen that can change it's weapon attacks ( and animations).... is weapons!
Do I make a weapon with a bug sprite?( uniqueother) Will it move?
Do you know how that other guy did it?
Fire bugs! That's so cool!
What's the other....???
Forgot...
Just a few more...
- requiem_for_a_starfury
- Hero of the Wastes
- Posts: 1820
- Joined: Tue Oct 29, 2002 11:13 am
No you don't make a weapon with a bug sprite .
Any non humanoid uses kick or punch attacks for their weapons. Probably the easiest way of doing it is to open up one of the kick weapons like the robot rocket or the cockroach spit and modify it to use a flame attack. You might have to let it uses flamer ammo, if so make sure you make a new ammoflamer entity that's unlootable in the entity editor.
Then the easiest way to do it is to assign it to the seconded item slot in the entity editor, of the critter's equipped items. Just as if you were giving them a rifle.
Just take a look at the behemoth or ubercockroach entities.
There is another way to allocate kick and punch attacks, though this is really for the default unarmed attacks that are available if you haven't got a weapon equipped. If you're planning on making any critter or non-humanoid robot available as a recruit and want to give them new attacks, or if you want to make more unarmed attacks for humanoid recruits this is the way to do it.
Your new kick or punch entities must go in the punch and kick weapon folders for this to work.
In core\tables there is a text file called races. If you open that up an scroll down to (or search for) Unarmed Tables you'll find a list of the punch and kick attacks available. You can add new attacks to the bottom of the lists. Keep the same format, filename (less the .ent) in quotes and followed by a comma then the next number in the sequence.
"robotPunch", // 31
"robotBlades", // 32
Then below each list you'll see the tables assigning each race different unarmed attacks.
kick_table = {
// race entity level unarmed str ag
{ 0, 1, 0, 0, 0, 0}, // BOS
{ 0, 2, 0, 40, 0, 6}, // BOS
}
The first number is the race, the list of races and their corresponding numbers are at the top of the file. Then the entity refers to the list you've just altered so put the number of the new attack you've made. Level is the level that the attack will become available. Unarmed is the required skill level of unarmed combat needed before the attack will become available, likewise strength and agility are the required stat levels needed to access the attacks.
Adding to these tables will make more attacks available and you won't have to keep re-equipping the punch/kick weapons if you've equipped then unequipped another item.
Any non humanoid uses kick or punch attacks for their weapons. Probably the easiest way of doing it is to open up one of the kick weapons like the robot rocket or the cockroach spit and modify it to use a flame attack. You might have to let it uses flamer ammo, if so make sure you make a new ammoflamer entity that's unlootable in the entity editor.
Then the easiest way to do it is to assign it to the seconded item slot in the entity editor, of the critter's equipped items. Just as if you were giving them a rifle.
Just take a look at the behemoth or ubercockroach entities.
There is another way to allocate kick and punch attacks, though this is really for the default unarmed attacks that are available if you haven't got a weapon equipped. If you're planning on making any critter or non-humanoid robot available as a recruit and want to give them new attacks, or if you want to make more unarmed attacks for humanoid recruits this is the way to do it.
Your new kick or punch entities must go in the punch and kick weapon folders for this to work.
In core\tables there is a text file called races. If you open that up an scroll down to (or search for) Unarmed Tables you'll find a list of the punch and kick attacks available. You can add new attacks to the bottom of the lists. Keep the same format, filename (less the .ent) in quotes and followed by a comma then the next number in the sequence.
"robotPunch", // 31
"robotBlades", // 32
Then below each list you'll see the tables assigning each race different unarmed attacks.
kick_table = {
// race entity level unarmed str ag
{ 0, 1, 0, 0, 0, 0}, // BOS
{ 0, 2, 0, 40, 0, 6}, // BOS
}
The first number is the race, the list of races and their corresponding numbers are at the top of the file. Then the entity refers to the list you've just altered so put the number of the new attack you've made. Level is the level that the attack will become available. Unarmed is the required skill level of unarmed combat needed before the attack will become available, likewise strength and agility are the required stat levels needed to access the attacks.
Adding to these tables will make more attacks available and you won't have to keep re-equipping the punch/kick weapons if you've equipped then unequipped another item.
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