Once you've modeled your weapon, to make it a functional weapon in Blockland, you need to create joints in certain spots and give them specific names
'
mountPoint' tells the game where the weapon will be placed, you'll want to put this joint on the handle of the weapon
'
muzzlePoint' tells the game where to fire from, position this joint where you want the projectiles to come from
'
ejectPoint' tells the game where to eject the bullet shell from, but this requires scripting
To have working shell ejection, you need to create the debris data, like so
datablock DebrisData(WEAPONNAMEShellDebris) { shapeFile = "./WEAPONNAMEShell.dts"; lifetime = 2.0; minSpinSpeed = -400.0; maxSpinSpeed = 200.0; elasticity = 0.5; friction = 0.2; numBounces = 3; staticOnMaxBounce = true; snapOnMaxBounce = false; fade = true;
gravModifier = 2; }; |
Then you need to include this in your weapon's 'ShapeBaseImageData' datablock
casing = WEAPONNAMEShellDebris; shellExitDir = "1.0 -1.3 1.0"; shellExitOffset = "0 0 0"; shellExitVariance = 15.0; shellVelocity = 7.0; |
Tip: The width of the handle of your weapon should be two grid units, this is a mostly accurate size that will make your weapon fit in the Blockhead's hand
You may want to zoom into the grid enough to see the smaller units