Difference between revisions of "Complex Vehicles (Savage)"

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(New page: {{context|Authoring Examples|Savage Worlds Walk-Through}} ===Overview=== Now that all the basics of vehicles are in place, we can look at how to support more complex vehicles, such as mi...)
 
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modify grCost finalize script
 
  
fields that need to be overridden via bootstraps must be changed from static to derived
 
  
define an entity to encapsulate the load-outs for vehicles with weapons
+
 
 +
define an entity to encapsulate the load-outs for vehicles with weapons, and bootstrap all weapons into the entity for each vehicle
 +
 
 +
override values and tags on the weapons via the bootstraps to customize small differences
 +
 
 +
fields that need to be overridden via bootstraps must be changed from static to derived
  
 
add "reload1" weapon ability
 
add "reload1" weapon ability

Revision as of 18:40, 11 January 2009

Context: HL KitAuthoring Examples … Savage Worlds Walk-Through 

Overview

Now that all the basics of vehicles are in place, we can look at how to support more complex vehicles, such as military vehicles with weapons.



define an entity to encapsulate the load-outs for vehicles with weapons, and bootstrap all weapons into the entity for each vehicle

override values and tags on the weapons via the bootstraps to customize small differences

fields that need to be overridden via bootstraps must be changed from static to derived

add "reload1" weapon ability

modify "InfoVeh" procedure to output the appropriate details of the load-out for each vehicle

add "vhLoadout" field for display of things