Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
November 23, 2024, 06:21:04 pm
News:
If you can't login, please
contact us
with your username and e-mail so we can fix it.
Home
Help
Search
Calendar
Login
Register
OpenXcom Forum
»
Modding
»
Help
»
SpecialWeapons Question [Solved]
« previous
next »
Print
Pages: [
1
]
Go Down
Author
Topic: SpecialWeapons Question [Solved] (Read 1859 times)
pjlasl
Captain
Posts: 54
SpecialWeapons Question [Solved]
«
on:
January 15, 2022, 05:54:47 pm »
I am trying to learn how to use the specialweapons property.
I have added a couple different ones and they show up in the ufopaedia, but I am not sure how to access them in the battlescape.
Can someone help?
«
Last Edit: January 16, 2022, 12:33:40 am by pjlasl
»
Logged
ohartenstein23
Commander
Posts: 1933
Flamethrowers fry cyberdisk circuits
Re: SpecialWeapons Question
«
Reply #1 on:
January 15, 2022, 10:00:59 pm »
"Special Weapons" are just another way to access a weapon that isn't placing a gun in a soldier's hand. To get them to appear, you need:
To define the weapon as a specialWeapon on either an armor or on a unit for HWPs
To add specialIconSprite or specialUseEmptyHand on the weapon's item definition
Logged
pjlasl
Captain
Posts: 54
Re: SpecialWeapons Question [Solved]
«
Reply #2 on:
January 16, 2022, 12:35:41 am »
With your explanation I figured out how to put it together!
Items:
specialUseEmptyHand: true
specialIconSprite: 2 # 0,1 used by SPICONS.DAT
extraSprites:
- type: SPICONS.DAT
width: 32
height: 24
files:
2: Resources/Spicons1.gif
Logged
Print
Pages: [
1
]
Go Up
« previous
next »
OpenXcom Forum
»
Modding
»
Help
»
SpecialWeapons Question [Solved]