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A Basic Projectile
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Revision as of 18:54, 2 February 2012
Armorwraith (Talk | contribs)
A Basic Projectile
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<span title="A required tag that lets the engine know what the name of our weapon will be. Remember to close this tag as I have done here for you."><name>Missile</name></span><BR></font color> <span title="A required tag that lets the engine know what the name of our weapon will be. Remember to close this tag as I have done here for you."><name>Missile</name></span><BR></font color>
-<font color=#CC2EFA><span title="A required tag that lets the engine know how powerful this weapon is. 10 is weak, 1 is strong. This also determines the amount of money awarded to the player when a kill is made with this weapon. 10 would give the player 100% of the money earned from the kill. Whereas an armslevel of 1 would give the player only 10% of money earned from a killing shot."><armslevel>10</armslevel></span><BR></font color>+<font color=#CC2EFA><span title="A required tag that lets the engine know how powerful this weapon is. !0 is weak and 1 is strong. Weaker weapons give more money per killing shot."><armslevel>10</armslevel></span><BR></font color>
<description>A small explosive projectile weapon.</description><BR> <description>A small explosive projectile weapon.</description><BR>

Revision as of 18:54, 2 February 2012

Accessory File Examples

A Basic Projectile

  • Projectiles are the easiest and most abundant weapon primitive when creating weapons for Scorched 3D. Below I have attatched the a basic Missile code for you to examine. Simply hover over a code snippet to view its description. Corresponding XML tags will have matching colors. This means you need to include both tags in the correct spot and format for your weapon to function properly.


<accessory>
<name>Missile</name>

<armslevel>10</armslevel>

<description>A small explosive projectile weapon.</description>
<icon>bmissile.bmp</icon>
<startingnumber>-1</startingnumber>
<activationsound>shoot/small.wav</activationsound>
<modelscale>0.5</modelscale>
<accessoryaction type='WeaponProjectile'>
<projectilescale>0.5</projectilescale>
<shieldhurtfactor>0.4</shieldhurtfactor>
<spinspeed>1.0</spinspeed>
<flametexture>trans</flametexture>
<animateflametexture/>
<collisionaction type='WeaponExplosion'>
<hurtamount>1.0</hurtamount>
<deform>down</deform>
<size>3.5</size>
<explosiontexture>exp00</explosiontexture>
<explosionsound>explosions/small.wav</explosionsound>
</collisionaction>
</accessoryaction>
</accessory>

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