Making Weapons with the weapon maker
This walkthroughwill help you learn how to make weapons for your NPC's players to be used to fight eachother, tell more about your worlds and adding scripts to the weapons.
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This walkthroughwill help you learn how to make weapons for your NPC's players to be used to fight eachother, tell more about your worlds and adding scripts to the weapons.
Last updated
Was this helpful?
The weapon maker has a real time previewer to see how the weapon would look like in game. Stats are calculated using 4 quadrants, in it it has what type of stats it would have that automatically calculates the reload time, amount of ammo, amount of bullets it takes to shoot.
To open up the weapon menu, it appears in the menubar in the terrain tab, then click the icon with the weapon on it.
This will open up the weapon database, if you right click on a weapon you can edit it. If you click on the + icon, it will set up a new weapon for you to make. The tabs on the side are just for organisation.
1. First click on Name: and write in the name of the weapon, this is what the name will appear as in game as well as where it appears in the database. Then click on the description. This is the description that players would see when they examine the weapon. It’s a good idea to give history, lore or manufacturing information in the description
2. Value is how much the weapon sells for if the player wants to sell it. Its up to you to determine how valuable a weapon it is in your game world.
3. Material is what the weapon is made of, later on in later unfolding builds this will effect stat qualities and damage modifies- however right now its just cosmetic and effects the bullets.
4. The […] icon with a dialogue tree is for opening up dialogue trees if you wish to use Unfolding Engine’s scripting language with the gun. Players would right click on the weapon when equipped and it would activate the scripting language. For the sake of the tutorial we can ignore it.
5. Now we will add a sound to the gun. If you click Sound: It will open up the sound panel with some premade sound effects.
You can press on the sounds to select them (add your own sound effects as long as it in .ogg file, if you do add your own sound effect you will need to restart Unfolding Engine to see it in the menu) The pitch value allows you to pitch up and down the sound in order to get bassier sounds in order to imply its power. If you select Play Sound on the right hand side, it will play the gun sound effects. Once we have set up the sounds we can move onto ammo.
6. If you click on Ammo you can select and item you have made as a ammo type. When the gun shoots it will use up those items as bullets. If you make the item blank however, the gun will not consume any items as ammo and will have infinite bullets.
7. Lvl will effect how much damage extra the bullet will do. Different types of guns will do different amounts of damage however in total the higher the lvl generally the more damage the gun will do. The simulation will show you the damage the gun will do on the right hand side under stats.
Clicking on projectiles next will allow you to pick what projectile sprite the gun will shoot. Pick out a projectile sprite that suits the nature of your gun.
9. Lastly the icon button allows you to select what icon appears in the inventory screen. Its important to pick a recognisable icon that players would be able to recognise.
Once you have done that you click save, and the weapon should appear in the weapon database for you to place into the world, or equip to NPC’s in the npc maker tab. You did it :) You have made your first gun.
As an additional tip, you can move the player example back and forth to get a better understanding of how being closer or further affects the damage the gun makes.
Players like to have a range of weapons for different situations and goals.
Once the player has equipped a weapon in their inventory, hold the item in the inventory and drag it onto a spare slot. Then press the corressponding number from 1-4 and the player should have the ability to shoot. This may change in later builds.