WingNuts and Bolts

# Weapons

This section details the weapons creator

A weapon in WingNuts 2 can be assigned to enemy craft, player craft, ground units, bosses and air barriers. Weapons are made up of projectiles and emitters.

Your standard weapons window.

A weapon can be made up of 8 different emitters. Want a weapon that fires 2 missiles, 2 bullets and 4 energy beams? No problem.

To make a weapon, you first need to choose "New" and make a new weapoin.

Active emitter 1 - 8 - These are your 8 different emitters you can choose. Simply check all that you want, then choose the emitter from the emitter list. Emitters are constructed in the emitters section.

Emitter 1 - 8 properties - This is useful information to watch. Here you can see the positioning of the emitter and the bearing.

Weapon sound - You can use this to assigin a single sound to the entire weapon. This does not need to match the emitter weapon sound.

Minimum delay time between player firings - A player is not restricted by the emitter initial delay value, as a player can fire when they want to. This option lets you set the minimum time between firings.

Minimum delay time in machine gun mode - When the player has the machine gun powerup they can fire at a constant rate. This value lets you set the minimum time between shots for the Machine gun. This value can be larger or smaller than the "Minimum delay time between player firings."

Power charge time - When the player has the power charge powerup, they can charge their shot for a period of time and release it. This value lets you se the maximum time they need to charge for the full effect.

Damage multiplier - This is the value that the damage is multiplied by when the Power charge is used.

Emitter to edit - These buttons select one of the 8 different emitters. When an emitter is selected you can use the folowing keyboard commands to manipulate the emitter.

- Use the arrow keys to move an emitter up and down and left and right.
- Hold down the shift key while hitting an arrow key to move an emitter 10 pixels at a time.
- Hold down the option key while hitting an arrow key to rotate the emitter in that direction.
- Hold down the shfit and option keys while hitting an arror key to rotate the emitter by 10 degrees at a time.

Display zoom level - This lets you zoom in on the emitter by a maginitude of 1, 2, 3 and 4 times.

Also display sprite - This lets you display a sprite under the weapon you are designing. This is only used in the editor, iet lets you line things up. Say you want to make sure the missile comes out of the left wing of an aircraft. You can display that aircraft under the missile so you can adjust the emitter's position.