Unittypes wic.juice

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The unittypes_wic is quite heavy in this section we will cover the aspects of graphics.

The data that are used for graphics are:

(As usual right click to access menus and to enter values.)


myMaterial: Set the hit effect for the unit.


+myDeathEffects: Works like the deatheffect for props
+DeathEffect(0)
myFileName: Here is the model for the wreck scripted. unitModelname_death.mrb scripted (created in the showbox)
myShadowFileName: Here is the physics for the wreck scripted. unitModelname_death.sdw scripted (created in the showbox)
myPhysFile: Here is the physics for the wreck scripted. unitModelname_death_ice.ice scripted (created in the showbox)
myLifeTime: Enter how long the wreck will be visible, time is entered in seconds.


+myRep
myModelName: Here is the model for the unit scripted. unitModelname.mrb scripted (created in the showbox)
myShadowFile: Here is the shadow for the unit scripted. unitModelname.sdw scripted (created in the showbox)
myAlternativeTexture: select original or texture versions, (desert and winter versions don’t need to be scripted).
myDecalLodNumber:
myTrackTexture: Script the tga file with the tracks texture. It will determine what tracks are made on the ground.
myPhysFile: Here is the physics for the unit scripted. unitModelname_rb.ice scripted (created in the showbox)
myTracksWidth: Enter the width of the tracks.
myWaterTrailWidth: Enter how wide the trail should be if the unit is in water.
myLightType: Choose between the two lightning types: shadowmap_and_light (default) and lightmap.


+myParasites
+MultipleShooter(0)
+myPrimaryShooter: This is the primary shooter for the unit.
+primary01
myShooterOffsetX: Enter the X coordinates for the heading.
myShooterOffsetY: Enter the Y coordinates for the heading.
myShooterOffsetZ: Enter the Z coordinates for the heading.
myBarrelOffsetX: Enter the X coordinates for the pitch.
myBarrelOffsetY: Enter the Y coordinates for the pitch.
myBarrelOffsetZ: Enter the Z coordinates for the pitch.
myFireOffsetX: Enter the X coordinates for the muzzle flash.
myFireOffsetY: Enter the Y coordinates for the muzzle flash.
myFireOffsetZ: Enter the Z coordinates for the muzzle flash.
myHeadingAimingChild: Enter the name the heading bone here.
myPitchAimingChild: Enter the name the pitch bone here.


The images below shows what areas that are necessary for scripting the graphical aspects of a unit.


Image:unit_01.jpg

Image 1.42


Image:unit_02.jpg

Image 1.43

Image:unit_03.jpg

Image 1.44


Image:unit_04.jpg

Image 1.45

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