Here we have a complete hardpoint code for an extra massdriver on the Vengeance.
<HardPoint Name="HP_VENGEANCE_MASS_DRIVER_1">
<Type> HARD_POINT_WEAPON_MASS_DRIVER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_MASS_DRIVER</Tooltip_Text>
<Health>300.0</Health>
<Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Unit_Hardpoint_Mass_Driver_Death</Death_Explosion_SFXEvent>
<Attachment_Bone>MUZZLEA_00</Attachment_Bone>
<Collision_Mesh>MUZZLEA_00</Collision_Mesh>
<Damage_Decal>MUZZLEA_00</Damage_Decal>
<Damage_Particles>MUZZLEA_00</Damage_Particles>
<Fire_Bone_A>MUZZLEA_00</Fire_Bone_A>
<Fire_Bone_B>MUZZLEA_00</Fire_Bone_B>
<Randomize_Between_Fire_Bones> No </Randomize_Between_Fire_Bones>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>150.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Vengeance_Mass_Driver</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>4</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1700.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Anti_Air_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 60.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 55.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 20.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 25.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
</HardPoint>
Here are some of the most important part the code containers.
<HardPoint Name="HP_VENGEANCE_MASS_DRIVER_1">
</HardPoint>
What are these used for ? to tell it were the hardpoint code starts and ends.
Hardpoint type.
<Type> HARD_POINT_WEAPON_MASS_DRIVER </Type>
This tells it what kind of hardpoint we are coding.
<Is_Targetable>Yes</Is_Targetable>
Weather we can see it or not just put No if you do not want it to be targetable .
<Is_Destroyable>Yes</Is_Destroyable>
Weather we can destroy it or not just put No if you do not want it to be able to be destroyed.
<Tooltip_Text>TEXT_WEAPON_MASS_DRIVER</Tooltip_Text>
It's text string name.
<Health>300.0</Health>
It's health do not go over board like a number like 188761.
<Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles>
It's Death Particles.
<Death_Explosion_SFXEvent>Unit_Hardpoint_Mass_Driver_Death</Death_Explosion_SFXEvent>
It's Death Sound.
All of the fowling bits are on bones on the model.
<Attachment_Bone>MUZZLEA_00</Attachment_Bone>
Were we see the hardpoint.
<Collision_Mesh>MUZZLEA_00</Collision_Mesh>
It's Collision Mesh i do not know much about this one.
<Damage_Decal>MUZZLEA_00</Damage_Decal>
Not needed but it tells it were to find the damage marks on the model.
<Damage_Particles>MUZZLEA_00</Damage_Particles>
We do not need this one either it tells it were to find the sparks and smoke on the model.
<Fire_Bone_A>MUZZLEA_00</Fire_Bone_A>
Were the projectile comes from.
<Fire_Bone_B>MUZZLEA_00</Fire_Bone_B>
Were the projectile can come from as a B point.
<Randomize_Between_Fire_Bones> No </Randomize_Between_Fire_Bones>
Weather to randomize between hardpoint firing or fire one after the other.
That concludes or bone section.
Other stuff.
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>150.0</Fire_Cone_Height>
If i only knew what these do .
Weapon part.
<Fire_Projectile_Type>Proj_Vengeance_Mass_Driver</Fire_Projectile_Type>
The projectile we are firing.
<Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
Projectile's min Firing delay.
<Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
Projectile's Max firing delay.
<Fire_Pulse_Count>4</Fire_Pulse_Count>
The amount of shots we want to fire before a brake.
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
How rapid the shots are fired.
<Fire_Range_Distance>1700.0</Fire_Range_Distance>
How far it can target other units.
<Fire_SFXEvent>Unit_Anti_Air_Fire</Fire_SFXEvent>
The firing sound.
Now for the last bit the accuracy ratings.
<Fire_Inaccuracy_Distance> Fighter, 60.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 55.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 20.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 25.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
And if you want to add a model just use this line.
<Model_To_Attach>(Insert Model Name)</Model_To_Attach>
There you have it you coded your first hardpoint have fun coding more please fell free to ask questions.
Edited by haylay, 14 August 2009 - 10:00 PM.