Hat and Weapon mod

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Hat and Weapon mod

Post by Dzani on Wed Jun 09, 2010 10:23 pm

Here is a modification pack ( pretty small though) that will replace several hats in game and weapons.
Beware, it only replaces look of weapons not abilities.


Here are few pics ( not everything included):




Download : http://ifile.it/p9igv8u/modbywoitek.rar

How to install :
1.
Put files from weapon folder to data/weapons of your installation directory.
Put files from character folder to data/characters of your installation directory.
Put files from Tga folder to data/themes/camelot of your installation directory.

You are done

Next step is not necessary, proceed only if you want.
2.
Also, there is a weapontwk.xml file. DO not copy that file to Tweak folder but open it with notepad and copy these lines

<XContainerResourceDetails id='kWeaponShotgun'>
<Value href='kWeaponShotgun-0'/>
<Name>kWeaponShotgun</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<GunWeaponPropertiesContainer id='kWeaponShotgun-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsAffectedByGravity>false</IsAffectedByGravity>
<IsAffectedByWind>false</IsAffectedByWind>
<bCanDamageLand>true</bCanDamageLand>
<bCanMoveBetweenShots>false</bCanMoveBetweenShots>
<ImpulseIsNormal>false</ImpulseIsNormal>
<DamageIsPercentage>false</DamageIsPercentage>
<LaserEffect>false</LaserEffect>
<Sniper>false</Sniper>
<NumberOfBullets>50</NumberOfBullets>
<DischargeTime>0</DischargeTime>
<Range>9999</Range>
<WaitForSoundDelay>0</WaitForSoundDelay>
<Accuracy>0.2</Accuracy>
<WormDamageMagnitude>8</WormDamageMagnitude>
<WormPoisonMagnitude>0</WormPoisonMagnitude>
<LandDamageMagnitude>55</LandDamageMagnitude>
<ImpulseMagnitude>0.1</ImpulseMagnitude>
<BulletRadius>4</BulletRadius>
<MinAimAngle>-90</MinAimAngle>
<MaxAimAngle>90</MaxAimAngle>
<WormDamageRadius>30</WormDamageRadius>
<LandDamageRadius>20</LandDamageRadius>
<ImpulseRadius>40</ImpulseRadius>
<LogicalLaunchYOffset>0</LogicalLaunchYOffset>
<DischargeFX>WXP_ShotgunFire</DischargeFX>
<DischargeEndFX></DischargeEndFX>
<SecondaryDischargeFX>WeaponShotgunShell</SecondaryDischargeFX>
<SecondaryDischargeFXLocator>eject</SecondaryDischargeFXLocator>
<DischargeSoundFX>SentryGunFire</DischargeSoundFX>
<DischargeEndSoundFX></DischargeEndSoundFX>
<WormCollisionFX>WXP_ShotgunBlast</WormCollisionFX>
<LandCollisionFX>WXP_ShotgunBlast</LandCollisionFX>
<WaterCollisionFX>WXP_WaterSplash</WaterCollisionFX>
<LogicalPositionOffset x='0' y='0' z='0' />
<ImpulseDirection x='13' y='0' z='0' />
<DischargeFXZOffset>0</DischargeFXZOffset>
<KickSize>0</KickSize>
<KickFrequency>0</KickFrequency>
<DisplayName>Text.kWeaponShotgun</DisplayName>
<WeaponGraphicsResourceID>Shotgun</WeaponGraphicsResourceID>
<WeaponType>2</WeaponType>
<DefaultPreference>0</DefaultPreference>
<CurrentPreference>0</CurrentPreference>
<LaunchDelay>0</LaunchDelay>
<PostLaunchDelay>1000</PostLaunchDelay>
<FirstPersonOffset x='0.3' y='-0.2' z='0' />
<FirstPersonScale x='0' y='0' z='0' />
<FirstPersonFiringParticleEffect>WeaponMuzzleFlash</FirstPersonFiringParticleEffect>
<HoldParticleFX></HoldParticleFX>
<DisplayInFirstPerson>true</DisplayInFirstPerson>
<CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving>
<RumbleLight>0</RumbleLight>
<RumbleHeavy>150</RumbleHeavy>
<CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed>
<RetreatTimeOverride>-1</RetreatTimeOverride>
<WXAnimDraw>DrawWFGun</WXAnimDraw>
<WXAnimAim>AimShotgun</WXAnimAim>
<WXAnimFire>FireWFGun</WXAnimFire>
<WXAnimHolding>HoldWFGun</WXAnimHolding>
<WXAnimEndFire></WXAnimEndFire>
<WXAnimTaunt>TauntWFGun</WXAnimTaunt>
<WXAnimTargetSelected></WXAnimTargetSelected>
</GunWeaponPropertiesContainer>
<XContainerResourceDetails id='kWeaponSniperRifle'>
<Value href='kWeaponSniperRifle-0'/>
<Name>kWeaponSniperRifle</Name>
<Flags>80</Flags>
</XContainerResourceDetails>
<GunWeaponPropertiesContainer id='kWeaponSniperRifle-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsAffectedByGravity>false</IsAffectedByGravity>
<IsAffectedByWind>false</IsAffectedByWind>
<bCanDamageLand>true</bCanDamageLand>
<bCanMoveBetweenShots>true</bCanMoveBetweenShots>
<ImpulseIsNormal>false</ImpulseIsNormal>
<DamageIsPercentage>false</DamageIsPercentage>
<LaserEffect>false</LaserEffect>
<Sniper>false</Sniper>
<NumberOfBullets>3</NumberOfBullets>
<DischargeTime>0</DischargeTime>
<Range>9999</Range>
<WaitForSoundDelay>3</WaitForSoundDelay>
<Accuracy>0.2</Accuracy>
<WormDamageMagnitude>30</WormDamageMagnitude>
<WormPoisonMagnitude>0</WormPoisonMagnitude>
<LandDamageMagnitude>55</LandDamageMagnitude>
<ImpulseMagnitude>0.25</ImpulseMagnitude>
<BulletRadius>4</BulletRadius>
<MinAimAngle>-90</MinAimAngle>
<MaxAimAngle>90</MaxAimAngle>
<WormDamageRadius>30</WormDamageRadius>
<LandDamageRadius>55</LandDamageRadius>
<ImpulseRadius>40</ImpulseRadius>
<LogicalLaunchYOffset>0</LogicalLaunchYOffset>
<DischargeFX>WXP_ShotgunFire</DischargeFX>
<DischargeEndFX></DischargeEndFX>
<SecondaryDischargeFX>WeaponShotgunShell</SecondaryDischargeFX>
<SecondaryDischargeFXLocator>eject</SecondaryDischargeFXLocator>
<DischargeSoundFX>ExplosionPuff</DischargeSoundFX>
<DischargeEndSoundFX></DischargeEndSoundFX>
<WormCollisionFX>WXP_ShotgunBlast</WormCollisionFX>
<LandCollisionFX>WXP_ShotgunBlast</LandCollisionFX>
<WaterCollisionFX>WXP_WaterSplash</WaterCollisionFX>
<LogicalPositionOffset x='0' y='0' z='0' />
<ImpulseDirection x='13' y='0' z='0' />
<DischargeFXZOffset>0</DischargeFXZOffset>
<KickSize>0</KickSize>
<KickFrequency>0</KickFrequency>
<DisplayName>Text.kWeaponShotgun</DisplayName>
<WeaponGraphicsResourceID>SniperRifle</WeaponGraphicsResourceID>
<WeaponType>2</WeaponType>
<DefaultPreference>0</DefaultPreference>
<CurrentPreference>0</CurrentPreference>
<LaunchDelay>0</LaunchDelay>
<PostLaunchDelay>1000</PostLaunchDelay>
<FirstPersonOffset x='0.3' y='-0.2' z='0' />
<FirstPersonScale x='0' y='0' z='0' />
<FirstPersonFiringParticleEffect>WeaponMuzzleFlash</FirstPersonFiringParticleEffect>
<HoldParticleFX></HoldParticleFX>
<DisplayInFirstPerson>true</DisplayInFirstPerson>
<CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving>
<RumbleLight>0</RumbleLight>
<RumbleHeavy>150</RumbleHeavy>
<CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed>
<RetreatTimeOverride>-1</RetreatTimeOverride>
<WXAnimDraw>DrawShotgun</WXAnimDraw>
<WXAnimAim>AimShotgun</WXAnimAim>
<WXAnimFire>FireShotgun</WXAnimFire>
<WXAnimHolding>HoldShotgun</WXAnimHolding>
<WXAnimEndFire></WXAnimEndFire>
<WXAnimTaunt>TauntShotgun</WXAnimTaunt>
<WXAnimTargetSelected></WXAnimTargetSelected>
</GunWeaponPropertiesContainer>

and replace lines that are in your weaptwk.xml ( Only these ones referring to shotgun).

That's it.
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Re: Hat and Weapon mod

Post by Midboy on Thu Jun 10, 2010 1:21 pm

tnx dude! keep up the good work Smile
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Re: Hat and Weapon mod

Post by WormsS on Thu Jun 10, 2010 3:19 pm

Can you download it with Megaupload? Ifile doesn't work with me...
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Re: Hat and Weapon mod

Post by Dzani on Thu Jun 10, 2010 9:03 pm

It works now. There has been maintenance.
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Re: Hat and Weapon mod

Post by WormsS on Sat Jun 12, 2010 7:05 pm

Thanks


Last edited by Wormss on Wed Feb 20, 2013 11:10 pm; edited 1 time in total
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Re: Hat and Weapon mod

Post by sofronija on Sat Mar 19, 2011 3:07 pm

Dzani wrote:Here is a modification pack ( pretty small though) that will replace several hats in game and weapons.
Beware, it only replaces look of weapons not abilities.


Here are few pics ( not everything included):




Download : http://ifile.it/p9igv8u/modbywoitek.rar

How to install :
1.
Put files from weapon folder to data/weapons of your installation directory.
Put files from character folder to data/characters of your installation directory.
Put files from Tga folder to data/themes/camelot of your installation directory.

You are done

Next step is not necessary, proceed only if you want.
2.
Also, there is a weapontwk.xml file. DO not copy that file to Tweak folder but open it with notepad and copy these lines

<XContainerResourceDetails id='kWeaponShotgun'>
<Value href='kWeaponShotgun-0'/>
<Name>kWeaponShotgun</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<GunWeaponPropertiesContainer id='kWeaponShotgun-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsAffectedByGravity>false</IsAffectedByGravity>
<IsAffectedByWind>false</IsAffectedByWind>
<bCanDamageLand>true</bCanDamageLand>
<bCanMoveBetweenShots>false</bCanMoveBetweenShots>
<ImpulseIsNormal>false</ImpulseIsNormal>
<DamageIsPercentage>false</DamageIsPercentage>
<LaserEffect>false</LaserEffect>
<Sniper>false</Sniper>
<NumberOfBullets>50</NumberOfBullets>
<DischargeTime>0</DischargeTime>
<Range>9999</Range>
<WaitForSoundDelay>0</WaitForSoundDelay>
<Accuracy>0.2</Accuracy>
<WormDamageMagnitude>8</WormDamageMagnitude>
<WormPoisonMagnitude>0</WormPoisonMagnitude>
<LandDamageMagnitude>55</LandDamageMagnitude>
<ImpulseMagnitude>0.1</ImpulseMagnitude>
<BulletRadius>4</BulletRadius>
<MinAimAngle>-90</MinAimAngle>
<MaxAimAngle>90</MaxAimAngle>
<WormDamageRadius>30</WormDamageRadius>
<LandDamageRadius>20</LandDamageRadius>
<ImpulseRadius>40</ImpulseRadius>
<LogicalLaunchYOffset>0</LogicalLaunchYOffset>
<DischargeFX>WXP_ShotgunFire</DischargeFX>
<DischargeEndFX></DischargeEndFX>
<SecondaryDischargeFX>WeaponShotgunShell</SecondaryDischargeFX>
<SecondaryDischargeFXLocator>eject</SecondaryDischargeFXLocator>
<DischargeSoundFX>SentryGunFire</DischargeSoundFX>
<DischargeEndSoundFX></DischargeEndSoundFX>
<WormCollisionFX>WXP_ShotgunBlast</WormCollisionFX>
<LandCollisionFX>WXP_ShotgunBlast</LandCollisionFX>
<WaterCollisionFX>WXP_WaterSplash</WaterCollisionFX>
<LogicalPositionOffset x='0' y='0' z='0' />
<ImpulseDirection x='13' y='0' z='0' />
<DischargeFXZOffset>0</DischargeFXZOffset>
<KickSize>0</KickSize>
<KickFrequency>0</KickFrequency>
<DisplayName>Text.kWeaponShotgun</DisplayName>
<WeaponGraphicsResourceID>Shotgun</WeaponGraphicsResourceID>
<WeaponType>2</WeaponType>
<DefaultPreference>0</DefaultPreference>
<CurrentPreference>0</CurrentPreference>
<LaunchDelay>0</LaunchDelay>
<PostLaunchDelay>1000</PostLaunchDelay>
<FirstPersonOffset x='0.3' y='-0.2' z='0' />
<FirstPersonScale x='0' y='0' z='0' />
<FirstPersonFiringParticleEffect>WeaponMuzzleFlash</FirstPersonFiringParticleEffect>
<HoldParticleFX></HoldParticleFX>
<DisplayInFirstPerson>true</DisplayInFirstPerson>
<CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving>
<RumbleLight>0</RumbleLight>
<RumbleHeavy>150</RumbleHeavy>
<CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed>
<RetreatTimeOverride>-1</RetreatTimeOverride>
<WXAnimDraw>DrawWFGun</WXAnimDraw>
<WXAnimAim>AimShotgun</WXAnimAim>
<WXAnimFire>FireWFGun</WXAnimFire>
<WXAnimHolding>HoldWFGun</WXAnimHolding>
<WXAnimEndFire></WXAnimEndFire>
<WXAnimTaunt>TauntWFGun</WXAnimTaunt>
<WXAnimTargetSelected></WXAnimTargetSelected>
</GunWeaponPropertiesContainer>
<XContainerResourceDetails id='kWeaponSniperRifle'>
<Value href='kWeaponSniperRifle-0'/>
<Name>kWeaponSniperRifle</Name>
<Flags>80</Flags>
</XContainerResourceDetails>
<GunWeaponPropertiesContainer id='kWeaponSniperRifle-0'>
<IsAimedWeapon>true</IsAimedWeapon>
<IsAffectedByGravity>false</IsAffectedByGravity>
<IsAffectedByWind>false</IsAffectedByWind>
<bCanDamageLand>true</bCanDamageLand>
<bCanMoveBetweenShots>true</bCanMoveBetweenShots>
<ImpulseIsNormal>false</ImpulseIsNormal>
<DamageIsPercentage>false</DamageIsPercentage>
<LaserEffect>false</LaserEffect>
<Sniper>false</Sniper>
<NumberOfBullets>3</NumberOfBullets>
<DischargeTime>0</DischargeTime>
<Range>9999</Range>
<WaitForSoundDelay>3</WaitForSoundDelay>
<Accuracy>0.2</Accuracy>
<WormDamageMagnitude>30</WormDamageMagnitude>
<WormPoisonMagnitude>0</WormPoisonMagnitude>
<LandDamageMagnitude>55</LandDamageMagnitude>
<ImpulseMagnitude>0.25</ImpulseMagnitude>
<BulletRadius>4</BulletRadius>
<MinAimAngle>-90</MinAimAngle>
<MaxAimAngle>90</MaxAimAngle>
<WormDamageRadius>30</WormDamageRadius>
<LandDamageRadius>55</LandDamageRadius>
<ImpulseRadius>40</ImpulseRadius>
<LogicalLaunchYOffset>0</LogicalLaunchYOffset>
<DischargeFX>WXP_ShotgunFire</DischargeFX>
<DischargeEndFX></DischargeEndFX>
<SecondaryDischargeFX>WeaponShotgunShell</SecondaryDischargeFX>
<SecondaryDischargeFXLocator>eject</SecondaryDischargeFXLocator>
<DischargeSoundFX>ExplosionPuff</DischargeSoundFX>
<DischargeEndSoundFX></DischargeEndSoundFX>
<WormCollisionFX>WXP_ShotgunBlast</WormCollisionFX>
<LandCollisionFX>WXP_ShotgunBlast</LandCollisionFX>
<WaterCollisionFX>WXP_WaterSplash</WaterCollisionFX>
<LogicalPositionOffset x='0' y='0' z='0' />
<ImpulseDirection x='13' y='0' z='0' />
<DischargeFXZOffset>0</DischargeFXZOffset>
<KickSize>0</KickSize>
<KickFrequency>0</KickFrequency>
<DisplayName>Text.kWeaponShotgun</DisplayName>
<WeaponGraphicsResourceID>SniperRifle</WeaponGraphicsResourceID>
<WeaponType>2</WeaponType>
<DefaultPreference>0</DefaultPreference>
<CurrentPreference>0</CurrentPreference>
<LaunchDelay>0</LaunchDelay>
<PostLaunchDelay>1000</PostLaunchDelay>
<FirstPersonOffset x='0.3' y='-0.2' z='0' />
<FirstPersonScale x='0' y='0' z='0' />
<FirstPersonFiringParticleEffect>WeaponMuzzleFlash</FirstPersonFiringParticleEffect>
<HoldParticleFX></HoldParticleFX>
<DisplayInFirstPerson>true</DisplayInFirstPerson>
<CanBeFiredWhenWormMoving>false</CanBeFiredWhenWormMoving>
<RumbleLight>0</RumbleLight>
<RumbleHeavy>150</RumbleHeavy>
<CanBeUsedWhenTailNailed>true</CanBeUsedWhenTailNailed>
<RetreatTimeOverride>-1</RetreatTimeOverride>
<WXAnimDraw>DrawShotgun</WXAnimDraw>
<WXAnimAim>AimShotgun</WXAnimAim>
<WXAnimFire>FireShotgun</WXAnimFire>
<WXAnimHolding>HoldShotgun</WXAnimHolding>
<WXAnimEndFire></WXAnimEndFire>
<WXAnimTaunt>TauntShotgun</WXAnimTaunt>
<WXAnimTargetSelected></WXAnimTargetSelected>
</GunWeaponPropertiesContainer>

and replace lines that are in your weaptwk.xml ( Only these ones referring to shotgun).

That's it.
Hey pls give me a backup now a cant open worms pls backup. Sad Sad Sad Sad Sad :pale: :pale: :pale: Sad Sad

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Re: Hat and Weapon mod

Post by Dzani on Sat Mar 19, 2011 6:31 pm

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???

Post by zeldanation on Sat Oct 01, 2011 8:19 pm

Is This Working If I Use This Into Network Play ?

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Re: Hat and Weapon mod

Post by Dzani on Sun Oct 02, 2011 12:42 am

Yes, graphic tweaks work online always.
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Re: Hat and Weapon mod

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