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Main Page » Scorched3D v37

Syntax For Version 37 Weapon Primivites & Their Attributes


Contents

Notes about syntax

This is information pertains to version 37.2 of Scorched 3D.

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

<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

<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

<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

<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

<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

<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

<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

<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

<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

<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>




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