Workshop - Step 6

# Step 6:
Set weapons

| Overview
| Definition
| Level initialising

Overview

### Overview

We now want the set the weapons for the player. How do they look like? Which weapons has the player at startup? How much ammunition will the player get at the beginning?

Definition

### Definition

In the dialog General level settings you define, which weapons are possible within the level and how do the weapons look like. You reach the dialog in the main window using [Edit] [General level settings].

There are five different weapons, which you can set in this dialog. All weapons are stored in a separate file on the Falcon (file extension DAT). Sorry, but you only can use the five original weapons of the Running distribution. Now please set the files according to the screenshot above. The negative values for the samples refer to internal samples of the Falcon engine. Again set the values for the samples. This are the samples, which are played back, when you shoot with a weapon. For every weapon you must define a animation. This animation is played back, when a shot hits a wall. Please set this animation for all weapons to Bounce against wall . The value Brightness can be 0 up to 256. Set this value to 256 - your weapons are painted in their full brightness (in dark levels you can set the value to 192, setting to 0 no weapon will be painted). Please close this dialog with the button OK.

Level initialising

### Level initialising

We now define, which weapons the player gets at startup. Open the dialog using the menu entries [Edit] [Level initialising].

We give our player the first three weapons with the number of ammunition you see in the screenshot above. A player can't get more than 70/50/30/20 for the different weapons (the player can't carry more).

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