Adding Custom Torpedo Projectiles in Beyond All Reason

Weapon definitions in BAR handle everything from damage to projectile visuals. Adding a custom torpedo weapon to a unit requires working with weapondefs defined inside the unit definition itself.

Tags: Beyond All Reason modding, weaponDefs, custom projectiles, torpedo weapons, start positions, BAR AI mods

Where weapondefs live

Most unit weapon definitions sit directly inside the unitDef, not in a separate weaponDefs file. The weaponDef block contains the full specification: damage, range, fire rate, projectile size, trajectory, and targeting behavior. A custom torpedo weapon follows the same structure as any other weaponDef, with the key difference being underwater trajectory and collision handling.

For a unit that needs a new torpedo weapon, the modder adds a weaponDef entry with the appropriate weaponType, waterWeapon flag, and projectile parameters. No COB scripting is required for standard projectile customization. COB scripts handle animation and piece movement, not weapon behavior.

Configuring torpedo weapon parameters

A functional torpedo weaponDef needs several fields set correctly:

The SpringRTS wiki documents the full weaponDef schema, and the existing torpedo units in BAR provide working examples that can be studied directly from the repository.

Lobby settings for large maps

Hosts on large maps like Glitters for 8v8 matches sometimes encounter issues where starting positions do not display correctly. The problem usually traces back to the lobby configuration where the start positions setting is locked to a value that does not match the map's defined starting locations.

The fix involves sliding the start positions setting to the correct number and ensuring the map actually has that many valid starting locations defined. If a map has fewer defined starts than the setting requests, the option will not slide to green. Checking the map's start point definitions resolves the mismatch.

AI mods and skirmish opponents

Players looking for AI opponents in BAR have a few options beyond the default AI. The Skirmish project on GitHub by Felnious provides an alternative AI implementation. Other community AI mods exist in the various BAR mod listings and community threads.

For players who want to practice against non-human opponents, trying different AI mods reveals varying difficulty levels and strategic behaviors. The default AI handles basic strategy, while community alternatives sometimes offer different play styles worth experimenting with.

Final word

Weapon customization in BAR comes down to understanding the weaponDef structure, knowing where to find existing examples in the code, and testing changes incrementally. The community around BAR includes plenty of modders who share their work and help newcomers get started. Getting good at modding takes the same approach as getting good at the game itself: study the systems, practice repeatedly, and learn from people who already know.

Crd is the first really comfortable community I have been a part of. Everyone is nice and kind, the atmosphere is relaxed, and I am not getting yelled at for not being optimal.