So I want to add the old Doom Ray weapon in GC2, as a race specific weapon in GC3.
This was my old GC2 modified Doom Ray
<Weapon>
<Name>Impulse Beam</Name>
<DisplayName>Impulse Beam</DisplayName>
<Class>B</Class>
<Type>5</Type>
<Size>10</Size>
<SizeMod>4</SizeMod>
<Cost>165</Cost>
<Damage>26</Damage>
<Model>BlankComps</Model>
<Thumbnail>ImpulseBeam</Thumbnail>
<Category>Beam</Category>
<Tech_Requirement>Impulse Beam</Tech_Requirement>
<Animation>ImpulseBeam.x</Animation>
<FrameCount>60</FrameCount>
<LaunchFrame>30</LaunchFrame>
<ImpactFrame>30</ImpactFrame>
<Explosion>Explosion_normal.png</Explosion>
<AttackSound>ImpulseBeam</AttackSound>
<ExplosionSound0>battle_explosion_small</ExplosionSound0>
<ExplosionSound1>battle_explosion_small_2</ExplosionSound1>
<ExplosionSound2>battle_explosion_beam</ExplosionSound2>
<DeflectSound>battle_shield_deflect_3</DeflectSound>
<ScaleWidthPercent>380</ScaleWidthPercent>
<FlavorText0>ZetaCon Industries Impulse Beam.</FlavorText0>
<FlavorText1>Lockheed-2332 Impulse Beam.</FlavorText1>
</Weapon>
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The new one that I've started so far. What I'me having trouble figuring out, is what to put in for the <WeaponFX></WeaponFX> IN GC2, this was handled by a single animation file. Has anyone tried and successfully done something similar?
<ShipComponent>
<InternalName>ImpulseBeam</InternalName>
<DisplayName>ImpulseBeam_Name</DisplayName>
<Description>ImpulseBeam_Dec</Description>
<ArtDefine>WeaponModel_10</ArtDefine>
<Category>Weapons</Category>
<Type>BeamWeapon</Type>
<PlacementType>Weapon</PlacementType>
<WeaponFX>
<EmissionFX>BeamDoomray_Emission</EmissionFX>
<ProjectionFX>BeamDoomray</ProjectionFX>
<HitFX>BeamDoomray_Hit</HitFX>
<DeflectionFX>BeamDoomray_Deflection</DeflectionFX>
</WeaponFX>
<Stats>
<EffectType>Threat</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1.4</Value>
</Stats>
<Stats>
<EffectType>BeamManufacturingCost</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1200</Value>
</Stats>
<Stats>
<EffectType>BeamMass</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<ValueType>Special</ValueType>
<SpecialValue>
<Special>HullMassScaleMod</Special>
<ValueParam>16</ValueParam>
<ValueParam>0.01</ValueParam>
</SpecialValue>
</Stats>
<Stats>
<EffectType>BeamWeapon</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>BeamAttack</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>30</Value>
</Stats>
<Stats>
<EffectType>Maintenance</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>7.75</Value>
</Stats>
<Prerequ>
<Techs>
<Option>ImpulseBeam</Option>
</Techs>
</Prerequ>
</ShipComponent>