LIGHT WEAPONS VFX

Animated visuals for energy projectiles in SPG2 are defined in table format with the addition of nested-table structures inside .wss and .par files within their respective weapon folders which can be found in Spg2\Weapons\.

Tables (text format) can be edited with Notepad (Notepad++ encouraged), OpenOffice or MS Excel.
Columns are separated by tab.
Nested tables are defined with a header (property category) followed by curly brackets { } which contain other properties.

Example:

	Particle:
	{
		ParticleFileName:	Spg2\Weapons\Outlaw\Outlaw.par
		ParticleSort:	5
		ParticleTimer:	0.1
	}
	

The .wss files, as defined in Spg2\Base\LightWeapons.wdt WeapFile column, found in the weapon folders are the central visual definition files for individual weapons. They contain paths and definitions to .par files which define the actual visual properties of particles and beams.


For detailed information on various particle or beam visual properties look in the Assembly Editor/Particle editor or the Assembly Editor/Beam editor sections.


Editing the .wss file

Sort Defaults to 1
Length Defines the length of the projectile being fired in standard game units. This value is ignored by beam-type weapons.
Speed Defines the speed of the projectile being fired in standard game units. This value is ignored by beam-type weapons.
BeamFileName Defines the path to a .par file containing visual definitions based on the beam-type model. You can add multiple rows of this property to stack visual effects.
Particle A property which holds a nasted table structure with the following properties:
  • ParticleFileName - defines the path to a .par file containing visual definitions based on the particle-type model.
  • ParticleSort - defines the element type within the whole visual. For example, whether it's the particle that flashes from the nose of the cannon when a projectile is fired, the very projectile being fired or the visual of the impact itself.
  • ParticleTimer - defines the duration.
You can have multiple Particle structures defined in a single .wss file to either stack visual effects of a single visual element (as defined by ParticleSort) or multiple elements
CentralY Defaults to 0
Duration Defaults to 1.0
Sound A property which holds a nasted table structure (an array) of the following property:
  • Shot - lists one of the sounds as defined in Spg2\Base\Sound.wdt Name column.
A random Shot from this array is played each time the respective weapon is fired.

Adding multiple rows of a visual property

Modifying original game files directly in their default folders is NOT RECOMMENDED!