Syntax for Accessories

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 Post subject: Syntax for Accessories
PostPosted: Mon Oct 11, 2004 4:39 am 
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Is there a syntax guide for creating/editing accessories? I've been able to pick up some basic just from studying whats already there, but i can't come up with new stuff on my own. It's not so much the tags as the order things are suppose to go in and what tags exist, if anyone could go over this with an example or something i'd be very appriciative


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PostPosted: Mon Oct 11, 2004 7:18 am 
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Note: An up to date listing of the accessories.xml attributes can now be found in the Scorched 3D wiki, here.

Version 37 Weapon Primivites & Their Attributes

Some things to keep in mind, any time you see "Weapon..." that means that another primitive would then follow here. Also, I am leaving it out but you would need to place <description>...</description>, <icon>...</icon>, <cost>#</cost> and <bundlesize>#<bundlesize> under the primitive if you were actually putting it at the head of the weapon like this.

WeaponAimedOver - Aims a number of the next primitive at nearby opponents from the current position
Code:
<accessory type="WeaponAimedOver">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <nowarheads>#<nowarheads>
          ^ number of instances of the next primitive to create
     <aimedweapon type="Weapon..."> (usually projectile, can be any primitive)
          ...
     </aimedweapon>
</accessory>


WeaponAimedUnder - Aims a number of the next primitive at nearby opponents from under the ground at the current position
Code:
<accessory type="WeaponAimedUnder">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <nowarheads>#<nowarheads>
          ^ number of instances of the next primitive to create
     <aimedweapon type="Weapon..."> (usually projectile with <under/> attribute)
          ...
     </aimedweapon>
</accessory>


WeaponExplosion - Explodes at the given size, creating or removing earth and possibly damaging opponts
Code:
<accessory type="WeaponExplosion">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <deform>up, down</deform>
          ^ removes dirt or creates it
     <hurts>yes, no</hurts>
          ^ whether or not the explosion does damage
     <size>#</size>
          ^ radius of the explosion
     <multicolor/> (optional attribute)
          ^ makes the explosion a random color
     <explosiontexture>exp00-05</explosiontexture>
          ^ animation to use for the explosion
     <explosionsound>...</explosionsound>
          ^sound to play when the explosion goes off
</accessory>


WeaponLeapFrog - Causes the next primitive to bounce
Code:
<accessory type="WeaponLeapFrog">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <collisionaction type="Weapon..."> (usually projectile, can be anything)
          ...
     </collisionaction>
</accessory>


WeaponMirv - Splits up into a number of weapons fanned out from the current position in the direction it is aimed
Code:
<accessory type="WeaponMirv">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <nowarheads>#<nowarheads>
          ^ number of instances of the next primitive to create
     <spread>true, false</spread>
          ^ whether or not the mirv fans out horizontally
     <aimedweapon type="Weapon..."> (usually projectile, can be anything)
          ...
     </aimedweapon>
</accessory>


WeaponMulti - Used to fire off multiple sets of primitives from the same point
Code:
<accessory type="WeaponMulti">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <subweapon1 type="Weapon..."> (any primitive)
          ...
     </subweapon1>
     <subweapon2 type="Weapon..."> (any primitive)
          ...
     </subweapon2>
     <subweapon...> (optional, can keep if necessary)
          ...
     </subweapon...>
</accessory>


WeaponNapalm - Flows and burns downhill over a given time for a given amount of damage
Code:
<accessory type="WeaponNapalm">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <napalmtime>#</napalmtime>
          ^ time in seconds to burn and flow down hill
     <napalmheight>#</napalmheight>
          ^ height of the flames
     <steptime>#</steptime>
          ^ time in seconds between movements downhill
     <hurtsteptime>#</hurtsteptime>
          ^ time in seconds between updates of the player health?
     <hurtpersecond>#</hurtpersecond>
          ^ amount of damage napalm does per second
     <numberstreams>#</numberstreams>
          ^ number of napalm streams to create at the start point
     <effectradius>5</effectradius>
          ^ radius within which the napalm will damage opponents
     <explosionsound>...</explosionsound>
          ^ sound to play when the napalm goes off
</accessory>


WeaponNull - Does Nothing
Code:
<accessory type="WeaponNull">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
</accessory>


WeaponProjectile - Makes a projectile of a given size and shape that collides with the ground/opponents
Code:
<accessory type="WeaponProjectile">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <under/> (optional attribute)
          ^ used with WeaponAimedUnder, keeps it from colliding with ground
     <projectilescale>#</projectilescale> (optional attribute)
          ^ amount to scale the model by, 1.0 is default if omitted
     <projectilemodel>...</projectilemodel> (optional attribute)
          ^ model to use for the projectile, tank's default is used if omitted
</accessory>


WeaponRoller - Creates a number of rolling warheads which roll downhill and go off when they collide with a tank or time out
Code:
<accessory type="WeaponRoller">
     <name>Weapon Name</name>
     <armslevel>0-10</armslevel>
     <numberrollers>#</numberrollers>
          ^ number of rollers to create
     <collisionaction type="Weapon..."> (usually explosion, can be anything)
          ...
     </collisionaction>
</accessory>


I might have missed some, but that should help a bit.
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Last edited by Bobirov on Fri May 26, 2006 3:02 am, edited 1 time in total.

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 Post subject: v 38 weapon definitions
PostPosted: Sun Dec 26, 2004 8:34 pm 
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Version 38 Weapon Primivites & Their Attributes

Basic definition syntax:
Code:
<accessory type="Weapon Primitive">
   <attribute>value</attribute> (typical required attribute)
   <attribute/> (typical optional attribute)
</accessory>


Attributes not specific to any single weapon primitive:

Code:
   <name>weapon name</name>
      ^ name of the weapon, different sections can have different names
   <armslevel>0-10</armslevel>
      ^ used to determine weapon availability and reward
         - lower value = larger weapon with lower reward
         - higher value = smaller weapon with higher reward
   <description>weapon description</description>
      ^ contents of this attribute are displayed in the in game pop-up
         - only used at the head of an accessory
   <icon>icon.bmp</icon>
      ^ location and name of the icon to display in buy/weapon menus
   <cost>#</cost>
      ^ cost to buy <bundlesize> amount of the accessory
   <bundlesize>#</bundlesize>
      ^ the amount of the accessory you buy per purchase


Attributes specific to each weapon primitive:

Some things to keep in mind, any time you see "Weapon..." that means that another primitive would then follow here. Also, I am leaving it out but you would need to place <name>...</name>, <armslevel>0-10</armslevel>, <description>...</description>, <icon>...</icon>, <cost>#</cost> and <bundlesize>#<bundlesize> under the <accessory type="..."> part if you were actually putting each primitive at the head of a weapon like it is listed. Below, I am simply listing attributes that are specific to each primitive. And finally, optional attributes are not required, so you only put them in when you desire that particular effect. Just look through the default and apoc accessories.xml files that come with the game for plenty of examples.

WeaponAimedOver - Aims a number of the next primitive at nearby opponents from the current position
Code:
<accessory type="WeaponAimedOver">
   <nowarheads>#<nowarheads>
      ^ number of instances of the next primitive to create
   <percentagemiss>#</percentagemiss>
      ^ chance a projectile will miss???  not sure
   <maxaimdistance>#</maxaimdistance>
      ^ weapon will aim at targets within this distance
   <inaccuracy>#</inaccuracy>
      ^ how inaccurate the aiming is???  not sure
   <aimedweapon type="Weapon..."> (usually projectile, can be any primitive)
      ...
   </aimedweapon>
</accessory>


WeaponAimedUnder - Aims a number of the next primitive at nearby opponents from under the ground at the current position
Code:
<accessory type="WeaponAimedUnder">
   <nowarheads>#<nowarheads>
      ^ number of instances of the next primitive to create
   <percentagemiss>#</percentagemiss>
      ^ chance a projectile will miss???  not sure
   <maxaimdistance>#</maxaimdistance>
      ^ weapon will aim at targets within this distance
   <inaccuracy>#</inaccuracy>
      ^ how inaccurate the aiming is???  not sure
   <aimedweapon type="Weapon..."> (usually projectile with <under/> attribute)
      ...
   </aimedweapon>
</accessory>


WeaponDelay - Delays for a specific amount of time before performing the next action.
Code:
<accessory type="WeaponDelay">
   <delay>#</delay>
      ^ Amount of time in seconds to delay before continuing
   <delayedweapon type="Weapon..."> (can be any primitive)
      ...
   </delayedweapon>
</accessory>


WeaponExplosion - Explodes at the given size, creating or removing earth and possibly damaging opponts
Code:
<accessory type="WeaponExplosion">
   <deform>up, down</deform>
      ^ removes dirt or creates it
   <hurts>yes, no</hurts>
      ^ whether or not the explosion does damage
   <size>#</size>
      ^ radius of the explosion
   <multicolor/> [b](optional attribute)[/b]
      ^ makes the explosion a random color
   <nocreatedebris/> [b](optional attribute)[/b]
      ^ explosion will not create debris or dirt splash
   <nocreatesplash/> [b](optional attribute)[/b]
      ^ explosion will not splash if it hits water
   <noluminance/> [b](optional attribute)[/b]
      ^ explosion will not light up
   <nowindaffected/> [b](optional attribute)[/b]
      ^ explosion particles will not be affected by wind
   <explosiontexture>textureset name</explosiontexture>
      ^ animation to use for the explosion, contained in textureset.xml
   <explosionsound>...</explosionsound>
      ^sound to play when the explosion goes off
</accessory>


WeaponLeapFrog - Causes the next primitive to bounce
Code:
<accessory type="WeaponLeapFrog">
   <bounce>#</bounce>
      ^ How far you want the weapon to bounce
   <collisionaction type="Weapon..."> (usually projectile, can be anything)
      ...
   </collisionaction>
</accessory>


WeaponLightning - Creates a bolt of lightning
Code:
<accessory type="WeaponLightning">
   <conelength>#</conelength>
      ^ length of the lightning bolt
   <seglength>#</seglength>
      ^ length of each segment of the bolt
   <segvar>#</segvar>
      ^ max length variance of each segment? not sure
   <size>4</size>
      ^ width of the lightning segments
   <sizevar>-1</sizevar>
      ^ amount the width can vary?  not sure
   <minsize>0.1</minsize>
      ^ minimum width of the bolt?  not sure
   <splitprob>0.2</splitprob>
      ^ probability that the bolt will fork into multiple segments
   <splitvar>0.03</splitvar>
      ^ not sure
   <deathprob>0.03</deathprob>
      ^ probability that the bolt will stop at a given segment
   <derivangle>0.5</derivangle>
      ^ amount the angle of the bolt can change per segment?  not sure
   <anglevar>0.94</anglevar>
      ^ not sure
   <totaltime>1</totaltime>
      ^ total life time of the lightning particles
   <seghurt>0</seghurt>
      ^ amount of damage done to tanks per segment
   <seghurtradius>0</seghurtradius>
      ^ radius within which segments will do damage
   <sound>none</sound>
      ^ sound to play for this bolt
</accessory>


WeaponMirv - Splits up into a number of weapons fanned out from the current position in the direction it is aimed
Code:
<accessory type="WeaponMirv">
   <nowarheads>#<nowarheads>
      ^ number of instances of the next primitive to create
   <hspreaddist>#</hspreaddist>
      ^ amount the mirv will fan out horizontally
   <vspreaddist>#</vspreaddist>
      ^ amount the mirv will fan out vertically
   <aimedweapon type="Weapon..."> (usually projectile, can be anything)
      ...
   </aimedweapon>
</accessory>


WeaponMulti - Used to fire off multiple sets of primitives from the same point
Code:
<accessory type="WeaponMulti">
   <subweapon1 type="Weapon..."> (any primitive)
      ...
   </subweapon1>
   <subweapon2 type="Weapon..."> (any primitive)
      ...
   </subweapon2>
   <subweapon...> (optional, can keep going if necessary)
      ...
   </subweapon...>
</accessory>


WeaponNapalm - Flows and burns downhill over a given time for a given amount of damage
Code:
<accessory type="WeaponNapalm">
   <napalmtime>#</napalmtime>
      ^ time in seconds to burn and flow down hill
   <napalmheight>#</napalmheight>
      ^ height of the flames
   <steptime>#</steptime>
      ^ time in seconds between movements downhill
   <hurtsteptime>#</hurtsteptime>
      ^ time in seconds between updates of the player health?
   <hurtpersecond>#</hurtpersecond>
      ^ amount of damage napalm does per second
   <numberstreams>#</numberstreams>
      ^ number of napalm streams to create at the start point
   <effectradius>#</effectradius>
      ^ radius within which the napalm will damage opponents
   <napalmtexture>textureset name</napalmtexture>
      ^ animation texture to use, contained in textureset.xml
   <napalmsound>...</explosionsound>
      ^ sound to play when the napalm goes off
</accessory>


WeaponNull - Does Nothing
Code:
<accessory type="WeaponNull">
   <name>Weapon Name</name>
   <armslevel>0-10</armslevel>
</accessory>


WeaponProjectile - Makes a projectile of a given size and shape that collides with the ground/opponents
Code:
<accessory type="WeaponProjectile">
   <apexcollision></apexcollision> [b](optional attribute)[/b]
      ^ makes the projectile collide in mid air instead of with the ground
   <nocreateflame/> [b](optional attribute)[/b]
      ^ prevents the projectile from creating a fire trail
   <nocreatesmoke/> [b](optional attribute)[/b]
      ^ prevents the projectile from creating a smoke trail
   <spinspeed>#</spinspeed> [b](optional attribute)[/b]
      ^ how fast the projectile rotates, 1.0 is default if omitted
   <under/> [b](optional attribute)[/b]
      ^ used with WeaponAimedUnder, not sure exactly what it does
   <projectilescale>#</projectilescale> [b](optional attribute)[/b]
      ^ amount to scale the model by, 1.0 is default if omitted
   <projectilemodel>...</projectilemodel> [b](optional attribute)[/b]
      ^ model to use for the projectile, tank's default is used if omitted
   <collisionaction type="Weapon..."> (usually explosion, can be any primitive)
      ...
   </collisionaction>
</accessory>


WeaponRedirect - Used to re-aim projectiles and other weapons
Code:
<accessory type="WeaponRedirect">
   <habs>true or false</habs>
      ^ whether or not the horizontal angle adjustment will
         be to a pre-set angle or a change to current angle
         (absolute or relative)
   <vabs>true or false</vabs>
      ^ whether or not the vertical angle adjustment will
         be to a pre-set angle or a change to current angle
         (absolute or relative)
   <hredirect>#, in degrees</hredirect>
   <vredirect>#, in degrees</vredirect>
      ^ if habs or vabs is true:
         - weapon is re-aimed to the angle specified
      ^ if habs or vabs is false:
         - the adjustment is added to the weapons current angle setting
   <nextaction type="Weapon..."> (can be any primitive)
      ...
   </nextaction>
</accessory>


WeaponReference - Used to fire off a weapon contained elsewhere in the xml
NOTE:The referenced weapon MUST come BEFORE the WeaponReference
in the accessories.xml file or it will throw an error.
Code:
<accessory type="WeaponReference">
   <weapon>weapon name</weapon>
      ^ name of the weapon you want to fire at this point
</accessory>


WeaponRoller - Creates a number of rolling warheads which roll downhill and go off when they collide with a tank or time out
Code:
<accessory type="WeaponRoller">
   <numberrollers>#</numberrollers>
      ^ number of rollers to create
   <time>#</time>
      ^ number of seconds the rollers will roll before exploding
   <collisionaction type="Weapon..."> (usually explosion, can be anything)
      ...
   </collisionaction>
</accessory>


WeaponSkyFlash - Used to illuminate the sky for lightning
Code:
<accessory type="WeaponSkyFlash">
   <name>Weapon Name</name>
   <armslevel>0-10</armslevel>
</accessory>


WeaponSound - Plays a sound in the form of a wav file
Code:
<accessory type="WeaponSound">
   <sound>file name</sound>
      ^ the location and name of the sound file to play
</accessory>


WeaponTranslate - Moves the projectile along the current axis
Code:
<accessory type="WeaponTranslate">
   <translatedist>#</translatedist>
      ^ distance to move along the axis before performing next action
   <nextaction type="Weapon..."> (can be any primitive you want to use)
      ...
   </nextaction>
</accessory>


WeaponVelocity - Changes the velocity of the current projectile
Code:
<accessory type="WeaponVelocity">
   <velocity>#</velocity>
      ^ Amount to multiply the current velocity by
         - (0.5 = 50%, 1.5 = 150%, etc)
   <aimedweapon type="Weapon..."> (usually projectile, can be any primitive)
      ...
   </aimedweapon>
</accessory>


I might have missed some, but that should help a bit.
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 Post subject: v39 weapon definitions
PostPosted: Sun Aug 07, 2005 12:46 am 
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Version 39 Weapon Primivites & Their Attributes

Basic v39 accessory syntax:
Code:
<accessory>
   weapon head attributes
   <accessoryaction type='Weapon...'> (any primitive)
      ...
   </accessoryaction>
</accessory>


Attributes that appear in the weapon head:

Code:
   <name>weapon name</name>
      ^ name of the weapon, different sections can have different names
   <armslevel>0-10</armslevel>
      ^ used to determine weapon availability and reward
         - lower value = larger weapon with lower reward
         - higher value = smaller weapon with higher reward
   <description>weapon description</description>
      ^ contents of this attribute are displayed in the in game pop-up
   <icon>icon.bmp</icon>
      ^ location and name of the icon to display in buy menus/windows
   <cost>#</cost>
      ^ cost to buy <bundlesize> amount of the accessory
   <bundlesize>#</bundlesize>
      ^ the amount of the accessory you buy per purchase
   <deathanimationweight>#</deathanimationweight> (optional attribute)
      ^ weight the weapon receives in determining random death events
         - default is 0 if omitted
   <startingnumber>#</startingnumber> (optional attribute)
      ^ number of this weapon players will start with
         - default is 0 if omitted
         - using -1 means the weapon is unlimited
   <maximumnumber>#</maximumnumber> (optional attribute)
      ^ maximum number of this weapon players are allowed to have
         - default is no limit
   <model>filename</model> (optional attribute)
      ^ model that will appear in the weapon window at lower left


Attributes specific to each weapon primitive:

Some things to keep in mind, optional attributes are not required, so you only put them in when you desire that particular effect. Just look through the default and apoc accessories.xml files that come with the game for plenty of examples.

WeaponAimedOver - Aims a number of the next primitive at nearby opponents from the current position
Code:
<accessoryaction type="WeaponAimedOver">
   <nowarheads>#<nowarheads>
      ^ number of instances of the next primitive to create
   <percentagemiss>#</percentagemiss>
      ^ chance a projectile will miss???  not sure
   <maxaimdistance>#</maxaimdistance>
      ^ weapon will aim at targets within this distance
   <inaccuracy>#</inaccuracy>
      ^ how inaccurate the aiming is???  not sure
   <aimedweapon type="Weapon..."> (usually projectile, can be any primitive)
      ...
   </aimedweapon>
</accessoryaction>


WeaponAimedUnder - Aims a number of the next primitive at nearby opponents from under the ground at the current position
Code:
<accessoryaction type="WeaponAimedUnder">
   <nowarheads>#<nowarheads>
      ^ number of instances of the next primitive to create
   <percentagemiss>#</percentagemiss>
      ^ chance a projectile will miss???  not sure
   <maxaimdistance>#</maxaimdistance>
      ^ weapon will aim at targets within this distance
   <inaccuracy>#</inaccuracy>
      ^ how inaccurate the aiming is???  not sure
   <aimedweapon type="Weapon..."> (usually projectile with <under/> attribute)
      ...
   </aimedweapon>
</accessoryaction>


WeaponDelay - Delays for a specific amount of time before performing the next action.
Code:
<accessoryaction type="WeaponDelay">
   <delay>#</delay>
      ^ Amount of time in seconds to delay before continuing
   <delayedweapon type="Weapon..."> (can be any primitive)
      ...
   </delayedweapon>
</accessoryaction>


WeaponExplosion - Explodes at the given size, creating or removing earth and possibly damaging opponts
Code:
<accessoryaction type="WeaponExplosion">
   <deform>up, down, none</deform>
      ^ creates dirt, removes it or does nothing
   <hurtamount>#</hurtamount>
      ^ scale of damage the explosion will do, 1 = 100%
   <size>#</size>
      ^ radius of the explosion, in world units
   <explosiontexture>textureset name</explosiontexture>
      ^ animation to use for the explosion, contained in textureset.xml
   <explosionsound>nameofsound, none</explosionsound>
      ^ sound to play when the explosion goes off, none for no sound
   <explosionshake>#</explosionshake> (optional attribute)
      ^ amount to shake the screen, default is 0
   <animate/> (optional attribute)
      ^ cycles explosion particle textures through textureset
   <multicolor/> (optional attribute)
      ^ makes the explosion a random color
   <nocreatedebris/> (optional attribute)
      ^ explosion will not create debris or dirt splash
   <nocreatesplash/> (optional attribute)
      ^ explosion will not splash if it hits water
   <noluminance/> (optional attribute)
      ^ explosion will not light up
   <nowindaffected/> (optional attribute)
      ^ explosion particles will not be affected by wind
   <onlyhurtshield>true or false</onlyhurtshield> (optional attribute)
      ^ explosion will only do damage to shields, default is false
   <deformtexture>...</deformtexture> (optional attribute)
      ^ custom decal to apply to the ground, instead of landscape default
   <minlife>#</minlife> (optional attribute)
      ^ minimum lifespan for the explosion particles in seconds
   <maxlife>#</maxlife> (optional attribute)
      ^ minimum lifespan for the explosion particles in seconds
</accessoryaction>


WeaponLaser - Shoots a laser beam in the direction currently aimed at
Code:
<accessoryaction type="WeaponLaser">
   <totaltime>#</totaltime>
      ^ total length of time the laser is visible, in seconds
   <minimumdistance>#</minimumdistance>
      ^ minimum distance the laser can travel (@ 0 power)
   <maximumdistance>#</maximumdistance>
      ^ maximimum distance the laser can travel (@ 1000 power)
   <minimumhurt>#</minimumhurt>
      ^ minimum damage the laser will do (@ 1000 power)
   <maximumhurt>#</maximumhurt>
      ^ maximimum damage the laser will do (@ 0 power)
   <hurtradius>#</hurtradius>
      ^ radius within which tanks will take damage
   <color>
      <A>0 to 1</A> (amount of red to color laser)
      <B>0 to 1</B> (amount of green to color laser)
      <C>0 to 1</C> (amount of blue to color laser)
   </color>
</accessoryaction>


WeaponLeapFrog - Causes the next primitive to bounce
Code:
<accessoryaction type="WeaponLeapFrog">
   <bounce>0 to 1</bounce>
      ^ the angle to bounce the weapon at
   <collisionaction type="Weapon..."> (usually projectile, can be anything)
      ...
   </collisionaction>
</accessoryaction>


WeaponLightning - Creates a bolt of lightning
Code:
<accessoryaction type="WeaponLightning">
   <conelength>#</conelength>
      ^ length of the lightning bolt
   <seglength>#</seglength>
      ^ length of each segment of the bolt
   <segvar>#</segvar>
      ^ max length variance of each segment? not sure
   <size>#</size>
      ^ width of the lightning segments
   <sizevar>#</sizevar>
      ^ amount the width can vary?  not sure
   <minsize>#</minsize>
      ^ minimum width of the bolt?  not sure
   <splitprob>#</splitprob>
      ^ probability that the bolt will fork into multiple segments
   <splitvar>#</splitvar>
      ^ not sure
   <deathprob>#</deathprob>
      ^ probability that the bolt will stop at a given segment
   <derivangle>#</derivangle>
      ^ amount the angle of the bolt can change per segment?  not sure
   <anglevar>#</anglevar>
      ^ not sure
   <totaltime>#</totaltime>
      ^ total life time of the lightning particles, in seconds
   <seghurt>#</seghurt>
      ^ amount of damage done to tanks per segment
   <seghurtradius>#</seghurtradius>
      ^ radius within which segments will do damage
   <sound>filename or none</sound>
      ^ sound to play for this bolt, none = no sound
</accessoryaction>


WeaponMirv - Splits up into a number of weapons fanned out from the current position in the direction it is aimed
Code:
<accessoryaction type="WeaponMirv">
   <nowarheads>#<nowarheads>
      ^ number of instances of the next primitive to create
   <hspreaddist>#</hspreaddist>
      ^ amount the mirv will fan out horizontally
   <vspreaddist>#</vspreaddist>
      ^ amount the mirv will fan out vertically
   <aimedweapon type="Weapon..."> (usually projectile, can be anything)
      ...
   </aimedweapon>
</accessoryaction>


WeaponMulti - Used to fire off multiple sets of primitives from the same point in time and space
Code:
<accessoryaction type="WeaponMulti">
   <subweapon1 type="Weapon..."> (any primitive)
      ...
   </subweapon1>
   <subweapon2 type="Weapon..."> (any primitive)
      ...
   </subweapon2>
   <subweapon...> (optional, can keep going if necessary)
      ...
   </subweapon...>
</accessoryaction>


WeaponNapalm - Flows and burns downhill over a given time for a given amount of damage
Code:
<accessoryaction type="WeaponNapalm">
   <allowunderwater>true or false</allowunderwater>
      ^ whether or not this napalm can travel under water
   <napalmtime>#</napalmtime>
      ^ time in seconds to burn and flow down hill
   <napalmheight>#</napalmheight>
      ^ height of the flames
   <steptime>#</steptime>
      ^ time in seconds between movements downhill
   <hurtsteptime>#</hurtsteptime>
      ^ time in seconds between updates of the player health?
   <hurtpersecond>#</hurtpersecond>
      ^ amount of damage napalm does per second
   <numberstreams>#</numberstreams>
      ^ number of napalm streams to create at the start point
   <effectradius>#</effectradius>
      ^ radius within which the napalm will damage opponents
   <napalmtexture>textureset name</napalmtexture>
      ^ animation texture to use, contained in textureset.xml
   <napalmsound>filename or none</explosionsound>
      ^ sound to play when the napalm goes off, none = no sound
</accessoryaction>


WeaponNull - Does Nothing
Code:
<accessoryaction type="WeaponNull">
</accessoryaction>


WeaponProjectile - Makes a projectile of a given size and shape that collides with the ground/opponents
Code:
<accessoryaction type="WeaponProjectile">
   <apexcollision></apexcollision> (optional attribute)
      ^ makes the projectile collide in mid air instead of with the ground
   <apexnodud/> (optional attribute)
      ^ causes projectile to collide with ground even when hitting
         before the apex
   <timedcollision>#, in seconds</timedcollision> (optional attribute)
      ^ makes the projectile collide after a number of seconds or the ground
   <nocreateflame/> (optional attribute)
      ^ prevents the projectile from creating a fire trail
   <nocreatesmoke/> (optional attribute)
      ^ prevents the projectile from creating a smoke trail
   <spinspeed>#</spinspeed> (optional attribute)
      ^ how fast the projectile rotates, 1.0 is default if omitted
   <under/> (optional attribute)
      ^ used with WeaponAimedUnder, spawns weapon underground
   <projectilescale>#</projectilescale> (optional attribute)
      ^ amount to scale the model by, 1.0 is default if omitted
   <projectilemodel>...</projectilemodel> (optional attribute)
      ^ model to use for the projectile, tank's default is used if omitted
   <enginesound>filename or none</enginesound> (optional attribute)
      ^ sound to play while the projectile is in flight, none = no sound
   <shieldhurtfactor>#</shieldhurtfactor> (optional attribute)
      ^ affects damage the projectile does during shield collision, 1 = 100%
   <smokelife>#, in seconds</smokelife> (optional attribute)
      ^ number of seconds projectile's smoke will last
   <flamelife>#, in seconds</flamelife> (optional attribute)
      ^ number of seconds projectile's flame will last
   <collisionaction type="Weapon..."> (usually explosion, can be any primitive)
      ...
   </collisionaction>
</accessoryaction>


WeaponRedirect - Used to re-aim projectiles and other weapons
Code:
<accessoryaction type="WeaponRedirect">
   <habs>true or false</habs>
      ^ whether or not the horizontal angle adjustment will
         be to a pre-set angle or a change to current angle
         (absolute or relative)
   <vabs>true or false</vabs>
      ^ whether or not the vertical angle adjustment will
         be to a pre-set angle or a change to current angle
         (absolute or relative)
   <hredirect>#, in degrees</hredirect>
   <vredirect>#, in degrees</vredirect>
      ^ if habs or vabs is true:
         - weapon is re-aimed to the angle specified
      ^ if habs or vabs is false:
         - the adjustment is added to the weapons current angle setting
   <nextaction type="Weapon..."> (can be any primitive)
      ...
   </nextaction>
</accessoryaction>


WeaponReference - Used to fire off a weapon contained elsewhere in the xml
NOTE:The referenced weapon MUST come BEFORE the WeaponReference
in the accessories.xml file or it will throw an error.
Code:
<accessoryaction type="WeaponReference">
   <weapon>weapon name</weapon>
      ^ name of the weapon you want to fire at this point
</accessoryaction>


WeaponRoller - Creates a number of rolling warheads which roll downhill and go off when they collide with a tank or time out
Code:
<accessoryaction type="WeaponRoller">
   <numberrollers>#</numberrollers>
      ^ number of rollers to create
   <time>#</time>
      ^ number of seconds the rollers will roll before exploding
   <collisionaction type="Weapon..."> (usually explosion, can be anything)
      ...
   </collisionaction>
</accessoryaction>


WeaponScatter - Moves the current weapon position to a random location within a range of coordinates
Code:
<accessoryaction type="WeaponScatter">
      <position><A>#</A><B>#</B><C>#</C></position>
         ^ X, Y and Z coodinates to move to
            - Z of 0 will snap to the landscape height
      <positionoffset><A>#</A><B>#</B><C>#</C></positionoffset>
         ^ maximum amount of offset the X, Y and Z coordinates
      <direction><A>#</A><B>#</B><C>#</C></direction>
         ^ X, Y and Z direction to aim the weapon in
      <directionoffset><A>#</A><B>#</B><C>#</C></directionoffset>      
         ^ maximum amount to offset the direction by
      <aimedweapon type='Weapon...'> (can be any primitive)
         ...
      </aimedweapon>
</accessoryaction>


WeaponSkyFlash - Used to illuminate the sky for lightning
Code:
<accessoryaction type="WeaponSkyFlash">
   <name>Weapon Name</name>
   <armslevel>0-10</armslevel>
</accessoryaction>


WeaponSound - Plays a sound in the form of a wav file
Code:
<accessoryaction type="WeaponSound">
   <sound>file name</sound>
      ^ the location and name of the sound file to play
</accessoryaction>


WeaponTeleport - Teleports the user to a random spot on the landscape
Code:
<accessoryaction type="WeaponTeleport">
   <sound>filename</sound>
      ^ wav file to play when teleporting
   <delay>#, in seconds</delay>
      ^ number of seconds to delay before teleporting
</accessoryaction>


WeaponTranslate - Moves the projectile along the current axis
Code:
<accessoryaction type="WeaponTranslate">
   <translatedist>#</translatedist>
      ^ distance to move along the axis before performing next action
   <nextaction type="Weapon..."> (can be any primitive you want to use)
      ...
   </nextaction>
</accessoryaction>


WeaponVelocity - Changes the velocity of the current projectile
Code:
<accessoryaction type="WeaponVelocity">
   <velocitychange>#</velocitychange>
      ^ Amount to multiply the current velocity by
         - (0.5 = 50%, 1.5 = 150%, etc)
   <aimedweapon type="Weapon..."> (usually projectile, can be any primitive)
      ...
   </aimedweapon>
</accessoryaction>


Now its up to all you fellow modders to put this stuff to good use.. :D

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Last edited by Bobirov on Sun Mar 12, 2006 12:14 am, edited 5 times in total.

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 Post subject:
PostPosted: Sun Aug 07, 2005 1:37 am 
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Oh not so many change,good:D
i have no more ideas of what to put here :(

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 Post subject:
PostPosted: Sat Sep 17, 2005 5:05 pm 
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Bobirov wrote:
<shieldhurtfactor>#</shieldhurtfactor> (optional attribute)
^ damage projectile does to reflect shields, 1 = 100%



my findings are that this value actually affects the specific <removepower> value by multiplying the two values together

works the same on all shields regarless of type I think.

also, Bob, could you add in shield syntax up top? :P
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 Post subject: Re: v39 weapon definitions
PostPosted: Sat Nov 05, 2005 2:26 am 
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Bobirov wrote:
Version 39 Weapon Primivites & Their Attributes

WeaponVelocity - Changes the velocity of the current projectile
Code:
<accessory type="WeaponVelocity">
        <velocitychange>#</velocitychange>
      ^ Amount to multiply the current velocity by
         - (0.5 = 50%, 1.5 = 150%, etc)
   <aimedweapon type="Weapon..."> (usually projectile, can be any primitive)
      ...
   </aimedweapon>
</accessory>



Had a tag wrong here, was playing with this one tonight. Correction shown (should be "velocitychange" instead of "velocity")


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 Post subject:
PostPosted: Mon Dec 19, 2005 2:47 am 
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Using the
Code:
<subweapon2 type='WeaponRandomChoice'>
<weaponchoice1>
    <weight>60</weight>
    <weapon type='WeaponInvokeWeapon'>
   <invoke>Baby Nuke</invoke>
    </weapon>
</weaponchoice1>

will it be possible to have a tank fire a random weapon?
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 Post subject: Syntax Wiki
PostPosted: Sat Mar 18, 2006 9:14 pm 
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For updated information regarding all the tags for the accessories.xml file, refer to the Accessories Syntax section of the Scorched3D Wiki.
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 Post subject:
PostPosted: Fri May 26, 2006 3:30 am 
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I've decided to unsticky this to keep this section moderately clean. =P



Instead, I'll make topic redirecting to the wiki for help.
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