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Weapon Creation:

By:Keron Cyst, keron_cyst@yahoo.com

Open SSwep via Notepad. There you will be able to change all weapons in your game, including adding your own.

[X] - Put the rough name of the weapon for SS2 to use it as a map weapon-code shortcut. Spaces and unimportant signs should be excluded.
Name - The name of the weapon which appears when you pick it up in-game.
Template - Determines projectile type, gun muzzle flash (note Uzi's and Shotgun), and reaction of soldier's arms to weapon's recoil.
ROF - Rate of Fire; how fast you can fire the weapon. Compare Uzi and Bazooka ROF.
Power - Two numbers, both dealing with damage: health reduction & armor reduction.
Accuracy - How accurate the weapon is. 0 is of the highest obedience.
Sprite - The picture of the weapon your soldier holds itself. Works in conjunction with SSgfx.
Hand - Position of weapon in soldier's hands: first # - Reversed X (see below), second # - Y.
Fire - Position of where the projectile is launched from; the game can't recognize the barrel of the weapon! However, remember that the weapon images face left by default, so the X-coordinate has been reversed.
FireSound - The sound the weapon makes when fired. It must end in <.wav>.
RPG - It's useless; it was in the second SS2 Alpha and the SS2 Beta. RPGFireSound - Ditto for RPG.
Cannon - States whether M4 bullets are explosive or not. Can be true or false.
Ammo - How many times you can fire the weapon. Not necessarily how many projectiles the weapon fires in one shot.
NumPellets - How many projectiles are fired with each shot.
Spread - How large the spread radius is for weapons which use the SG template.
[End] - All weapons end with this. If the weapon lacks this, it won't appear at all in-game.