![Modding Guide](../images/as/shared/modding_guide.png)
This guide uses the Personal Action System as an example. Your Homing Attack may differ slightly.
When modding the Homing Attack it is always recommended to turn on the Highlight Transparent feature (Control + Alt + T).
Always rez Action System objects on the ground when modding rather than wearing them.
This not only makes them easier to edit but will ensure that changes will not be lost when detaching them.
Modding Colours
The Homing Attack uses the Spin Jump Ball Effect and Spin Actions Shared Trail Effect. Changing the colours of these effects will alter the Spin Jump, Spin Dash and Boost colours.
1. Select the Spin Jump Prim as highlighted here: |
![](../images/as/spin_jump/overview_prim.png) |
2. Open the Texture tab in the Build Tools window and click on the Color box.
![](../images/as/double_jump/colour_box.jpg)
3. Pick a colour and press Ok.
4. Select the Shared Trail Effect Prim as highlighted here: |
![](../images/as/homing_attack/effect_o_trail.png) |
5. Open the Texture tab in the Build Tools window and click on the Color box.
6. Pick a colour and press Ok.
7. Select the Homing Attack Painter Prim as highlighted here: |
![](../images/as/homing_attack/effect_o_painter.png) |
8. Take the object back in to your inventory.
9. Right-click on it and choose Add.
10. Try out your new colours!
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Modding Settings
Every action includes a Settings script in its Root Prim. These scripts allows you to change various behaviour parameters, sounds, volumes and animations. In addition, almost every other script is moddable so you can change all of the effects too.
1. Select the Root Prim as highlighted here: |
![](../images/as/shared/spin_actions_o_root.png) |
2. Open the Content tab in the Build Tools window and open the script called Homing Attack Settings.
![](../images/as/homing_attack/contents_settings.png)
3. Find the // Parameters section of the script near the top.
These are the behaviour parameters:
Parameter Name |
Description |
Options |
param_homing_attack_mode* |
Determines which mode the Homing Attack operates on. |
Must be 0, 1, 2, 3, 4 or 5. |
param_homing_attack_painter |
Determines if the target lock effects will trigger when locked on. |
Must be TRUE or FALSE. |
param_homing_attack_trail |
Determines if a prim trail appears when performing a Homing Attack. |
Must be TRUE or FALSE. |
param_homing_attack_chains |
Determines if chain effects play when sequentually attacking targets using the Homing Attack. |
Must be TRUE or FALSE. |
param_homing_attack_tricks |
Determines if a trick animation is played after performing a Homing Attack on a target. |
Must be TRUE or FALSE. |
param_air_attack_speed |
Determines the velocity of the Air Attack (a Homing Attack with no target). |
Must be between 0.0 and 3.0. |
param_air_attack_trail |
Determines if a prim trail appears when performing an Air Attack. |
Must be TRUE or FALSE. |
param_air_attack_spin_effects |
Determines if Spin Jump effects appear when performing an Air Attack. (Excludes animation, effects only.) |
Must be TRUE or FALSE. |
* See the Creating Targets section for more information about this parameter.
You do not need any scripting experience to alter these settings. The orange text next to each parameter tells you what it does and how to change it. The first parameter requires further explanation, so let's look at the second parameter as an example:
integer param_homing_attack_painter = TRUE; // Determines if the target lock effects will trigger when locked on. Must be TRUE or FALSE. |
If we break up this line we can see how it is structured:
integer
![](../images/as/shared/arrow_up.png)
Ignore this |
param_homing_attack_painterr
![](../images/as/shared/arrow_up.png)
Name of the parameter |
=
= |
TRUE
![](../images/as/shared/arrow_up.png)
Value |
// Determines if the target lock effects will trigger when locked on.
![](../images/as/shared/arrow_up.png)
Tells you what the parameter does. |
Must be TRUE or FALSE.
![](../images/as/shared/arrow_up.png)
Tells you how to change it. |
This parameter controls if a targeting effect is triggered when locked-on to a target. It is currently set to TRUE. The orange text says it can be TRUE or FALSE. For example, setting it to FALSE will make the Homing Attack act like it does in Sonic Adventure!
You can change all of the parameters in the same way. Just make sure you set the values as indicated in the yellow text above.
![](../images/as/shared/warning_blink.gif) |
Do not change or delete any speech marks [ " ], semi-colons [ ; ] or equal signs [ = ]. |
![](../images/as/shared/warning_blink.gif) |
4. Change the parameters as you please.
5. Save and close the script.
6. Take the object back in to your inventory.
7. Right-click on it and choose Add.
8. Try out your tweaked Boost!
Back to Modding Guide
Modding Animations
Changing animations is done the same way as changing settings and sounds.
1. Select the Root Prim as highlighted here: |
![](../images/as/shared/spin_actions_o_root.png) |
2. Open the Content tab in the Build Tools window and open the script called Homing Attack Settings.
![](../images/as/homing_attack/contents_settings.png)
3. Find the // Animations section of the script near the top.
The Homing Attack has three animation slots. One animation can be assigned to each slot. Animations will start and stop depending on the current state of the Homing Attack.
These are the animation states:
Slot Name |
Description |
Looping |
anim_homing_attack |
Plays when performing a Homing Attack. |
MUST be looped. |
anim_homing_trick_1 |
Plays after attacking a target. Selected randomly. |
Looping optional. |
anim_homing_trick_2 |
Plays after attacking a target. Selected randomly. |
Looping optional. |
anim_air_attack |
// Plays when performing an Air Attack. |
MUST be looped. |
You do not need any scripting experience to change animations. The orange text next to each animation slot tells you when it plays and if it must be looped. Let's look at the first animation slot as an example:
string anim_homing_attack = "THW Anim - Homing Attack"; // Plays when performing a Homing Attack. MUST be looped. |
If we break up this line we can see how it is structured:
string
![](../images/as/shared/arrow_up.png)
Ignore this |
anim_homing_attack
![](../images/as/shared/arrow_up.png)
Animation slot |
=
= |
"THW Anim - Homing Attack"
![](../images/as/shared/arrow_up.png)
Name of the assigned animation |
// Plays when performing a Homing Attack.
![](../images/as/shared/arrow_up.png)
When the animation plays |
MUST be looped.
![](../images/as/shared/arrow_up.png)
Looping info |
This animation slot is used when you are performing a Homing Attack towards a target. The description says that the animation MUST be looped.
4. Find an animation in your inventory that you want to assign to an animation slot.
5. Click and drag the animation from your inventory in to the Contents area of the Build Tools window.
![](../images/as/double_jump/anim_copy.png)
6. Replace the currently assigned animation with the exact name of the new animation next to the animation slot.
string anim_homing_attack = "Your animation"; // Plays when performing a Homing Attack. MUST be looped. |
![](../images/as/shared/warning_blink.gif) |
Do not change or delete any speech marks [ " ], semi-colons [ ; ] or equal signs [ = ]. |
![](../images/as/shared/warning_blink.gif) |
7. Save and close the script.
8. Take the object back in to your inventory.
9. Right-click on it and choose Add.
10. Try out your new animations!
Back to Modding Guide
Modding Sounds
Changing animations is done the same way as changing settings and animations.
1. Select the Root Prim as highlighted here: |
![](../images/as/shared/spin_actions_o_root.png) |
2. Open the Content tab in the Build Tools window and open the script called Homing Attack Settings.
![](../images/as/homing_attack/contents_settings.png)
3. Find the // Sounds section of the script near the top.
The Boost has two sound slots. One sound can be assigned to each slot.
These are the sound slots:
Slot Name |
Description |
Looping |
sound_homing_attack_fire |
Plays when performing a Homing Attack. |
MUST NOT be looped. |
sound_homing_attack_painter |
Plays when valid Homing Attack target is in range. |
MUST NOT be looped. |
sound_air_attack_fire |
Plays when performing an Air Attack. |
MUST NOT be looped. |
sound_attack_chain_1 |
Plays after hitting two targets in a Homing Attack chain. |
MUST NOT be looped. |
sound_attack_chain_2 |
Plays after hitting three targets in a Homing Attack chain. |
MUST NOT be looped. |
sound_attack_chain_3 |
Plays after hitting four targets in a Homing Attack chain. |
MUST NOT be looped. |
sound_attack_chain_4 |
Plays after hitting five targets in a Homing Attack chain. |
MUST NOT be looped. |
sound_attack_chain_5 |
Plays after hitting six targets in a Homing Attack chain. |
MUST NOT be looped. |
sound_attack_chain_max |
Plays after hitting the maximum number of targets in a Homing Attack chain. |
MUST NOT be looped. |
You do not need any scripting experience to change sounds. The orange text next to each sound slot tells you when it plays and if it must be looped. Let's look at the first sound slot as an example:
string sound_homing_attack_fire = "b8ad345d-8fb9-325d-5d26-c4a3634fbeb6"; // Plays when performing a Homing Attack. MUST NOT be looped. |
If we break up this line we can see how it is structured:
string
![](../images/as/shared/arrow_up.png)
Ignore this |
sound_homing_attack_fire
![](../images/as/shared/arrow_up.png)
Sound slot |
=
= |
"b8ad345d-8fb9-325d-5d26-c4a3634fbeb6f"
![](../images/as/shared/arrow_up.png)
Name or UUID of the assigned sound. |
// Plays when performing a Homing Attack.
![](../images/as/shared/arrow_up.png)
When the sound plays. |
MUST NOT be looped.
![](../images/as/shared/arrow_up.png)
Looping info |
This sound slot is used when you perform a Homing Attack. The description says that the sound MUST NOT be looped.
4. Find a sound in your inventory that you want to assign to an sound slot.
5. If you have a UUID of a sound, copy it and paste it in place of the original sound in the sound slot.
Alternatively if you have a sound file in your inventory (with copy permissions), click and drag it from your inventory in to the Contents area of the Build Tools window.
![](../images/as/double_jump/sound_copy.png)
Change the UUID in the sound slot to the exact name of your sound.
7. Scroll down and find the // Volumes section of the script.
Each sound slot has its own volume setting. You can alter the volume of each sound by changing the variable (number).
You must select a number between 0.0 and 1.0. An example is 0.5 which is equivilant to 50%.
8. Save and close the script.
9. Take the object back in to your inventory.
10. Right-click on it and choose Add.
11. Try out your new sounds!
Back to Modding Guide
Modding Effects
This is the Spin Actions attachment. It uses prim effects and particle systems.
![](../images/as/spin_jump/full_overview.png)
Spin Ball (Prim Effect) |
Origins |
![](../images/as/spin_dash/effect_ball.png) |
![](../images/as/spin_jump/overview_prim.png) |
How to edit: Select the highlighted prim and open the Spin Jump Effects + Particles script. Adjust the variables to your liking.
Note: Changing this effect will alter the Spin Jump action. |
Shockwave (Particle Effect) |
Origin |
![](../images/as/homing_attack/effect_shockwave.png) |
![](../images/as/homing_attack/effect_o_shockwave.png) |
How to edit: Select the highlighted prim and open the Homing Attack Shockwave Effect script. Adjust the variables to your liking. Colouring: This particle effect is scripted to use the prim's colour. |
Shared Trail (Prim Effect) |
Origin |
![](../images/as/spin_dash/effect_trail.png) |
![](../images/as/spin_dash/effect_o_trail.png) |
How to edit: Select the highlighted prim and open the Trail Effect script. Adjust the variables to your liking. |
Target Painter (Particle Effect) |
Origin |
![](../images/as/homing_attack/effect_painter.png) |
![](../images/as/homing_attack/effect_o_painter.png) |
How to edit: Select the highlighted prim and open the Homing Attack Painter Effect script. Adjust the variables to your liking.
Colouring: This particle effect is scripted to use the prim's colour.
|
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