Adding custom Actions
| Important notes |
This is a really important note and that's why it goes first!
ALWAYS use custom Actions on custom SuperWeapons!
The original "unused" Actions, they do not cause Internal Errors. The reason for the Internal Errors caused by (most?) "unused" Actions is that they actually do have a function, even if that's a minor one! As soon as the AI uses it, it uses it "the wrong way" (or something like that), and you get that sweet little IE window!
Also important:
Just like the original actions, every custom actions can only be used once
in SuperWeapons, which shouldn't be a problem, since you can add enough of them...
But you can use action as attack cursor many times.More
info
| How to |
First, create the following list section:
[MouseCursors] NewPara=259,10,4,516,-1,12345,12345 ;example
The list works like this:
NewActionName=[StartFrame],[NumberOfFrames],[AnimationInterval],[MinimapFrame],[MinimapNumberOfFrames],[HotSpotX],[HotSpotY]
HotSpotX and HotSpotY can be "0", "12345", "54321".
HotSpotX:
0 - Left
12345 - Center
54321 - Right
HotSpotY:
0 - Top
12345 - Center
54321 - Bottom

MinimapFrame can be "-1". It's means what no minimap cursor.
NOTE: Old Rock Patch versions was using MousePointers
system.More info
The frames are all related to the mouse.sha of course. Note that the frame numbers are zero-based.
The example above would create a new ParaDrop mouse pointer.
You can add as many custom actions to that list as you like!
After doing that, you can use your Action on any SuperWeapon:
Action=NewPara ;simply the name of a mouse pointer declared in [MouseCursors]
| Rock Patch Help CE | Main page | Last change: 01.12.06 |