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Maintained by SmokeDragon
Last updated 4 months ago
Created 4 months ago
download JSON metadata of train_factory
train factory WIP
PLAY THIS MOD
Maintained by SmokeDragon
Last updated 4 months ago
Created 4 months ago
download JSON metadata of train_factory
finally sucessful change of units weapons...
all the pieces to complete remaining mods are now done..
posting this here to help people make there own mods
[Spoiler]
local targetNames = {
Mariner = true,
Hunter = true,
Mistral = true,
Corsair = true,
Siren = true,
Envoy = true,
Cutter = true,
Zephyr = true,
Seawolf = true,
Shogun = true,
Reef = true,
Scylla = true
}
local newWeaponType = {
{
def = "newnewnew",
badTargetCategory = "FIXEDWING GUNSHIP",
onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP",
}
}
local newWeaponDef = {
newnewnew = {
name = "Torpedo Missile",
areaOfEffect = 32,
cegTag = "missiletrailyellow",
craterBoost = 1,
craterMult = 2,
customparams = {
burst = Shared.BURST_RELIABLE,
light_color = "1 0.6 0.2",
light_radius = 180,
},
damage = {
default = 130.01,
},
explosionGenerator = "custom:INGEBORG",
flightTime = 1.5,
impulseBoost = 0,
impulseFactor = 0.4,
interceptedByShieldType = 1,
leadlimit = 1,
model = "wep_m_ajax.s3o",
noSelfDamage = true,
projectiles = 1,
range = 232,
reloadtime = 2,
smokeTrail = true,
soundHit = "weapon/cannon/cannon_hit2",
soundStart = "weapon/missile/missile_fire9",
startVelocity = 140,
texture2 = "lightsmoketrail",
tolerance = 1000,
tracks = true,
trajectoryHeight = 0.4,
turnRate = 29000,
turret = true,
weaponAcceleration = 90,
weaponType = "MissileLauncher",
weaponVelocity = 220,
}
}
for name, ud in pairs(UnitDefs) do
if targetNames[ud.name] and ud.speed and ud.speed > 0 then
if not ud.weapondefs then
ud.weapondefs = {}
end
for defName, defData in pairs(newWeaponDef) do
ud.weapondefs[defName] = defData
end
if not ud.weapons then
ud.weapons = {}
end
for _, weaponType in ipairs(newWeaponType) do
table.insert(ud.weapons, weaponType)
end
end
end
all the pieces to complete remaining mods are now done..
posting this here to help people make there own mods
[Spoiler]
local targetNames = {
Mariner = true,
Hunter = true,
Mistral = true,
Corsair = true,
Siren = true,
Envoy = true,
Cutter = true,
Zephyr = true,
Seawolf = true,
Shogun = true,
Reef = true,
Scylla = true
}
local newWeaponType = {
{
def = "newnewnew",
badTargetCategory = "FIXEDWING GUNSHIP",
onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP",
}
}
local newWeaponDef = {
newnewnew = {
name = "Torpedo Missile",
areaOfEffect = 32,
cegTag = "missiletrailyellow",
craterBoost = 1,
craterMult = 2,
customparams = {
burst = Shared.BURST_RELIABLE,
light_color = "1 0.6 0.2",
light_radius = 180,
},
damage = {
default = 130.01,
},
explosionGenerator = "custom:INGEBORG",
flightTime = 1.5,
impulseBoost = 0,
impulseFactor = 0.4,
interceptedByShieldType = 1,
leadlimit = 1,
model = "wep_m_ajax.s3o",
noSelfDamage = true,
projectiles = 1,
range = 232,
reloadtime = 2,
smokeTrail = true,
soundHit = "weapon/cannon/cannon_hit2",
soundStart = "weapon/missile/missile_fire9",
startVelocity = 140,
texture2 = "lightsmoketrail",
tolerance = 1000,
tracks = true,
trajectoryHeight = 0.4,
turnRate = 29000,
turret = true,
weaponAcceleration = 90,
weaponType = "MissileLauncher",
weaponVelocity = 220,
}
}
for name, ud in pairs(UnitDefs) do
if targetNames[ud.name] and ud.speed and ud.speed > 0 then
if not ud.weapondefs then
ud.weapondefs = {}
end
for defName, defData in pairs(newWeaponDef) do
ud.weapondefs[defName] = defData
end
if not ud.weapons then
ud.weapons = {}
end
for _, weaponType in ipairs(newWeaponType) do
table.insert(ud.weapons, weaponType)
end
end
end
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