Local.xml - DetonationFX effect problem

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Local.xml - DetonationFX effect problem

Post by Masteros01 on Sun Jul 13, 2014 9:27 pm

Hello, I'm sorry if this problem is already solved on this forum, but i didn't find it :/ But what is the problem?
I was creating my own team weapon in Local.xml. Finally I was managed to set effects in ArielFX and DetonationFX lines. After this, I saved everything and launched my Worms 4 Mayhem, but when i used my weapon, only the ariel effect worked, detonation had normal explosion effect. I tried to use another effects, but every time explosion was deafult.
Can anyone help me? :c

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Re: Local.xml - DetonationFX effect problem

Post by TKDF on Sun Jul 13, 2014 11:31 pm

Hello I can tell my discomforts of these weapons, I once tried to change weapons would local.xml knees trember, a few problem ... so changing them all the codes but do not change, this is very strange not I know how to take this forward  Neutral

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Re: Local.xml - DetonationFX effect problem

Post by WormsS on Fri Jul 18, 2014 12:15 pm

Can you share us the code of your weapon ? I'll take a look and see what's going wrong, if it is.

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Re: Local.xml - DetonationFX effect problem

Post by Masteros01 on Sat Jul 19, 2014 3:06 am

It's ok for now, i used ariel effects of clusters to work as detonation effect, but as you want, here comes the code!

Code:
<WeaponFactoryContainer id='DATA.LockedWeapons-23'>
<Name>myweapon2</Name>
<Type>0</Type>
<Detonate>2</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>true</FireOnGround>
<Poison>false</Poison>
<RetreatTime>10</RetreatTime>
<WormDamageRadius>6</WormDamageRadius>
<WormDamageMagnitude>6</WormDamageMagnitude>
<LandDamageRadius>1</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>1</Push>
<FuseTime>-1</FuseTime>
<GraphicalResourceID>Factory.RayGunBody1</GraphicalResourceID>
<GraphicalResourceID>Factory.RayGunBarrel1</GraphicalResourceID>
<GraphicalResourceID>Factory.RayGunButt1</GraphicalResourceID>
<GraphicalResourceID>Factory.RayGunSight1</GraphicalResourceID>
<GraphicalLocatorID>RAY_GUN_body_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_barrel_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_butt_root_locator</GraphicalLocatorID>
<GraphicalLocatorID>RAY_GUN_sight_root_locator</GraphicalLocatorID>
<LaunchFX></LaunchFX>
<ArielFX>WXP_PlasmaGlow</ArielFX>
<DetonationFX>LOC^WXP_AlienWarpGate</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>1</ProjectileLaunchType>
<ProjectilePowersUp>true</ProjectilePowersUp>
<ProjectileNumClusters>5</ProjectileNumClusters>
<ProjectileMaxPower>3.5</ProjectileMaxPower>
<ClusterSpread>3</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>
<WeaponFactoryContainer id='DATA.LockedWeapons-24'>
<Name></Name>
<Type>1</Type>
<Detonate>0</Detonate>
<Homing>false</Homing>
<HomingAvoidLand>false</HomingAvoidLand>
<EffectedByWind>false</EffectedByWind>
<FireOnGround>false</FireOnGround>
<Poison>false</Poison>
<RetreatTime>0</RetreatTime>
<WormDamageRadius>1</WormDamageRadius>
<WormDamageMagnitude>1</WormDamageMagnitude>
<LandDamageRadius>8</LandDamageRadius>
<ProjectileCollisionRadius>1</ProjectileCollisionRadius>
<Push>2</Push>
<FuseTime>-1</FuseTime>
<LaunchFX></LaunchFX>
<ArielFX>WXP_AlienWarpGate</ArielFX>
<DetonationFX>WXP_ExploCluster</DetonationFX>
<PayloadResourceId>56</PayloadResourceId>
<ProjectileLaunchType>2</ProjectileLaunchType>
<ProjectilePowersUp>false</ProjectilePowersUp>
<ProjectileNumClusters>1</ProjectileNumClusters>
<ProjectileMaxPower>0</ProjectileMaxPower>
<ClusterSpread>1</ClusterSpread>
<ClusterMaxSpeed>0</ClusterMaxSpeed>
</WeaponFactoryContainer>

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Re: Local.xml - DetonationFX effect problem

Post by WormsS on Sat Jul 19, 2014 10:31 am

Oh ok, I understand why. You're supposed to write WXP_AlienWarpGate as DetonationFx, not LOC^WXP_AlienWarpGate. The LOC^ thing only works if you want to attach a non-moving particle as ArielFx. Tell me if it works.

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Re: Local.xml - DetonationFX effect problem

Post by Masteros01 on Sat Jul 19, 2014 10:38 am

still nothing dude, i wrote this "LOC^" because i read somewhere that it can help, i forgot to get it out from the code

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Re: Local.xml - DetonationFX effect problem

Post by WormsS on Sat Jul 19, 2014 12:21 pm

By reading the code quickly I don't see something wrong immediately, I'll test it when I'll be home. For the moment keep using an invisible fragment with WXP_AlienWarpGate as ArielFx, sorry.

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Re: Local.xml - DetonationFX effect problem

Post by Masteros01 on Sat Jul 19, 2014 12:42 pm

no problem, thx for helping Wink

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Re: Local.xml - DetonationFX effect problem

Post by MrlawlGamesM on Mon Jul 21, 2014 12:30 am

below the DetonationFx put it DetonationSfx AlienWarpGate DetonationSfx i think that was the problem

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Re: Local.xml - DetonationFX effect problem

Post by Masteros01 on Mon Jul 21, 2014 3:05 pm

still nothing dear friend :/
i noticed the DetonationSFX line in WeapTwk, but it seems not to work in Local file :/

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Re: Local.xml - DetonationFX effect problem

Post by TKDF on Sun Nov 23, 2014 1:05 pm

will still be the problem of the LOC ... whatever share the code below to see what you have done recently in this tweak.

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