|
|||
|
Monsters||Effects||Shots||Physics||Weapons||Home
Easy Edit:
All fields in Easy Edit are duplicated in other, more detailed sections.
Weapon Definition:
- This is the item type that corresponds to this weapon. The player gets the weapon when he picks up an item of this type.
- See also:
- This is a number corresponding to a Collection in the Shapes files, from 0 to 31.
- Possible crashes: Illegal collection number. first of all, collections go from 0 to 31. Secondly, not all collections are usable as animated graphics. Collections 0, 17-21, and 27-30 has no Sequences and cannot be used for weapons.
- This is a number corresponding to a Color Table, in the specified Collection. The maximum range is from 0 to 7, but most collections have fewer.
- See also:
- Possible crashes: Illegal color table number. Make sure the selected color table is defined in the selected collection.
- This is a number corresponding to a sequence in the selected graphic collection. It will be drawn when the player is just holding the weapon. This sequence apparently cannot be animated [HAS].
- See also:
- Possible crashes: Illegal sequence number. Make sure the selected sequence is defined in the selected collection.
- This sequence will be drawn when the player pulls the trigger. If the weapon is multipurpose the firing sequence may only be played for the first trigger (untested).
- See also:
- Possible crashes: Illegal sequence number. Make sure the selected sequence is defined in the selected collection.
- This sequence will be drawn when the weapon runs out of ammo and is reloaded. If the weapon is multipurpose the reloading sequence is only played when the first trigger runs out of ammo, the second trigger will just pause the weapon for a second while reloading. If this is -1 the weapon will be reloaded by being taken down, paused, and brought back up according to the 3 reload time fields.
- See also:
- Possible crashes: Illegal sequence number. Make sure the selected sequence is defined in the selected collection.
- This sequence will be drawn when the player holds down the second trigger. Only the second trigger can be charged. If this is -1 then the weapon will apparently stay on the idle sequence while charging and switch to charged when done. this sequence apparently cannot be animated [HAS].
- See also:
- Possible crashes: Illegal sequence number. Make sure the selected sequence is defined in the selected collection.
- This sequence will be drawn when the player holds down the second trigger for a long time. Only the second trigger can be charged.
- See also:
- Possible crashes: Illegal sequence number. Make sure the selected sequence is defined in the selected collection.
- This is the brightness of the "muzzle flash" of the weapon. Marathon doesn't use a true lighting model, so a high value will illuminate the entire view at constant intensity. A low value will actually darken the weapon when it's fired, which looks EXTREMELY stupid.
- See also:
- Possible crashes: Illegal number. Probably negative numbers. There seems to be no upper limit, Marathon will just keep brightening the room until everything is at 100% lighting.
- This is the time taken to bring up the weapon when the player cycles to it, in ticks. Also seems to be the time to take down the weapon when cycling away. The exact "dead time" between weapons depends on this value and the value of the weapon the player is leaving.
- Possible crashes: Illegal number. Probably negative numbers.
- This is the time taken to bring down the weapon for reloading, in ticks. This field seems to have no effect if there is a Reloading sequence.
- See also:
- Possible crashes: Illegal number. Probably negative numbers.
- This is the time taken, while the weapon's down, to reload it. This field seems to have no effect if there is a Reloading sequence.
- See also:
- Possible crashes: Illegal number. Probably negative numbers.
- This is the time taken to bring the weapon back up after it's reloaded. This field seems to have no effect if there is a Reloading sequence.
- See also:
- Possible crashes: Illegal number. Probably negative numbers.
- This is the time takenfor the wepon's muzzle flash to fade. The fading seems to be partly linear, but if the flash is "overloaded" by a very high flash intensity it can take several seconds to even start to fade (my guess is that Marathon's internal "flash intensity" value is set to the very high value and normalized to 100% by the rendering code). If this is set to 0 there is no muzzle flash.
- See also:
- Possible crashes: Illegal number. Probably negative numbers.
- This controls the wepaon's overall uses and behavior, including the number of triggers.
- None: Not clear. Not used by Bungie.
- Melee: This weapon will be automatically given to the player when starting a Rebellion level. Make sure there's at least 1 of these! The Fist may be automatically given to the player no matter its class.
- Single function: This weapon has 1 trigger and 1 ammo type. The second trigger is identical to the first. The second trigger setting is not used.
- Dual Function: This weapon has 2 triggers and 1 ammo type. The triggers use their respective trigger types. Both triggers drain the same ammo.
- Two-fisted: This weapon has 1 trigger and 1 ammo type. The first trigger fires normally, the second trigger will bring up a second (identical except for being flipped horizontally) weapon in the player's other hand.
- Multipurpose: This weapon has 2 triggers and 2 ammo type. The first trigger uses the first trigger settings, the second trigger uses the second. Note that this is the only weapon that can use the "click" sound, all others automatically cycle away when empty.
- See also:
- Possible crashes: Illegal number. Probably negative numbers.
- This is the height at which the idle sequence is drawn. This (and all the heights) seem to be measured as a factor of the viewscreen from the top, .5 is halfway up, .75 is 1/4 of the way up, etc. Might depend on the origin of the graphic used, but I have never gotten this to work consistently. For best results, this should not be so high as to show its lower end, there's supposed to be an arm holding it. Also note that the weapon moves up slightly when the player looks down, and down when he looks up.
- See also:
- This is the height by which the idle sequence bounces as the player walks. Not clear what units it's in, or where its measured from. For best results, this should not be so high as to show its lower end, there's supposed to be an arm holding it. Also note that the weapon moves up slightly when the player looks down, and down when he looks up. A pair of two-fisted weapons will bounce slightly out of phase with each other.
- See also:
- This is the height through which the firing sequence will move when the trigger is pulled. For best results, this should not be so high as to show its lower end, there's supposed to be an arm holding it. Also note that the weapon moves up slightly when the player looks down, and down when he looks up. A pair of two-fisted weapons will fire (and kick) slightly out of phase with each other. I'm not sure how this interacts with Idle Height.
- See also:
- This is the height at which the reloading sequence is drawn, if defined. For best results, this should not be so high as to show its lower end, there's supposed to be an arm holding it. Also note that the weapon moves up slightly when the player looks down, and down when he looks up.
- See also:
- This is the horizontal offset at which to draw the weapon (apparently used for all sequences). Not clear what units it's in, or where its measured from, although it's probably the left side of the screen.
- If this is checked, the weapon will fire as fast as possible. Not clear how this relates to the time of the firing sequence, although the firing sequence time is definitely a lower bound on the firing rate.
- See also:
- If this is checked, the weapon will be dropped from the inventory once it's empty, letting the player pick up another. Note that the weapon doesn't seem to be removed from the actual *level* (i.e. another will not spawn) until the player dies.
Plays Instant Shell Casing Sound
- If this is checked, the weapon will play its shell casing sound (assuming it has one) when the trigger is pressed, instead of usually waiting until the player stops firing.
- See also:
- If this is checked, the weapon, when charged, will eventually explode. this only seems to work on the Fusion Pistol, also there's no way to specify what happens when the weapon overloads.
- See also:
- Possible crashes: No one knows how it works, so don't play with it too much.
- If this is checked, the weapon will be filled with a random amount of ammo when picked up. The variation seems to be very small (i.e. you never get an Alien Weapon with three shots in it).
- If this is checked, the player will be able to reload one of his 2 weapons (if its two-fisted) without dropping the other one. I haven't checked if this allows him to fire and reload at the same time.
- See also:
- If this is checked, the player will be able to fire the 2 weapons (if two-fisted) in quick succession, without one being delayed by the other's firing sequence.
- See also:
- If this is checked, the player will be able to fire the weapon while submerged in a liquid. Whether this does anything depends on the projectile's settings.
- See also:
- If this is checked, the weapon's 2 triggers (if it has 2) will use the same ammo types. This is used to override the "2 triggers, 2 ammos" aspect of a multipurpose weapon.
- See also:
Angular Flipping on Second Trigger
- If this is checked, the weapon's second trigger will fire with an alternating wide left and right error. Overrides the trigger's theta error.
- See also:
Weapon Definition:
All these fields are duplicated for the first and second triggers. Whether the second trigger is used depends on the Weapon Class setting.
- A projectile of this type will be created when this trigger is pulled.
- See also:
- This is the number of rounds in each magazine that trigger uses. The layout of the ammo display is editable with Fux. A number lower than the value Marathon expected will display as a half-filled magazine. A number higher than normal will display as a full magazine but not appear to decrease until enough ammo is drained. There was an entertaining bug in Marathon 1 in which a weapon with modified ammo would draw outside of its ammo area and mess up the display. Ammo that grew down would go down off the bottom of the screen, and ammo that grew up would interfere with the viewscreen. But enough rambling...
- See also:
- This is the object consumed by the weapon as ammunition for that trigger. If set to "none" the weapon will fire pretty much forever. If a weapon is set to use itself as ammo, then when you select it, it's full and fires a full magazine. Then it reloads, consumes itself, and enters a sort of ethereal semi-existence. You can continue to fire until you empty the magazine. If you switch away from the weapon you can't switch back. The inventory lists "0 <weapons>". The weapon is considered to no longer exist and will respawn now (if set to).
These sounds are played when the weapon performs certain actions.
- Firing: Played when that trigger is pressed.
- Click: Played when the weapon is fired when out of ammo. This can only be heard for either trigger of a multipurpose weapon.
- Charging: Played while the second trigger of a dual function weapon is held down. After the Charging Ticks has elapsed, it switches to Charged.
- Shell casing: If not set to "none", this sound is sometimes played while the weapon is being used.
- Reloading: Played when the weapon loads a new clip.
- Charged: Looped while the second trigger of a dual-function weapon is held down.
- See also:
- This is the minimum time, in ticks, between shots fired while the trigger is held down. Set this to -1 and use a fast sequence for an automatic weapon.
- See also:
- Possible crashes: Illegal number. Probably negative numbers.
- This is the time, in ticks, for the weapon to "recover" after firing. It will just play its idle animation during this time. Should be 0 for automatic weapons.
- See also:
- Possible crashes: Illegal number. Probably negative numbers.
- This is the time, in ticks, for the weapon to charge while the second trigger is held down. During this time it will play the Charging sound and use the Charging sequence.
- See also:
- Possible crashes: Illegal number. Probably negative numbers.
- This is the force applied backwards to the player when the weapon is fired. It seems to be in monster velocity units, and not noticed because it's usually quickly removed by the player's friction. If this number is negative the recoil will pull the player forward. With a "jetpack" physics model that gave the flamethrower a large negative recoil I was able to drive myself fast enough to fly through closed doors and read forbidden terminals (this is NOT recommended, see possible crashes)
- See also:
- Possible crashes: I have experienced crashes while firing a high-negative-recoil weapon for a long time. The sheer magnitude may just overload Marathon's vector-addition system.
- This is the maximum error applied to a shot created by the Marine, measured in Bungie's 512-degree circle. This can be overridden by Angular Flipping on Second Trigger, as well as projectile flags.
- See also:
- Possible crashes: Illegal number. Probably negative numbers. Maximum value might be 256.
- These control the location relative to the player of projectiles he fires. Note that there seems to be no way to move projectiles up or down.
- See also:
- This is the number of projectiles created by each press of the trigger. Not clear how this relates (if at all) to the amount of ammo remaining.
- Possible crashes: Overloading Marthon's projectile system. The only symptoms I've ever gotten are weapons and monsters refusing to fire but the possibility remains. Just don't make the shotgun shoot 500 bullets, OK?
- This is the type of shell casing created by each projectile. These are apparently hard-coded into MI (although their graphics in the Shapes file can be easily edited) [HAS]. Shell casings are the little white things that come out the side of the gun when you shoot it (it took me a while to figure it out 8( ). Best used with a Shell Casing sound.
- See also: