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Revision as of 21:48, 2 February 2012
Armorwraith (Talk | contribs)
A Basic Projectile
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Revision as of 21:49, 2 February 2012
Armorwraith (Talk | contribs)
A Basic Projectile
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<font color=#F5A9A9><span title="A required tag that shows the engine where to find the weapons icon."><icon>bmissile.bmp</icon></span><BR></font color> <font color=#F5A9A9><span title="A required tag that shows the engine where to find the weapons icon."><icon>bmissile.bmp</icon></span><BR></font color>
<font color=#BCF5A9><span title="An optional tag that gives the player the specified amount of this weapon. -1 is infinite."><startingnumber>-1</startingnumber></span><BR></font color> <font color=#BCF5A9><span title="An optional tag that gives the player the specified amount of this weapon. -1 is infinite."><startingnumber>-1</startingnumber></span><BR></font color>
- 
-http://html-color-codes.info/ 
-HAVE SPAN MULTIPLE LINES!!!!!!!!!!! 
- 
<activationsound>shoot/small.wav</activationsound><BR> <activationsound>shoot/small.wav</activationsound><BR>
<modelscale>0.5</modelscale><BR> <modelscale>0.5</modelscale><BR>
 +
<accessoryaction type='WeaponProjectile'><BR> <accessoryaction type='WeaponProjectile'><BR>
 +
<font color=#FF8000><span title="Optional tags that control various aspects of our projectile."><projectilescale>0.5</projectilescale><BR> <font color=#FF8000><span title="Optional tags that control various aspects of our projectile."><projectilescale>0.5</projectilescale><BR>
<shieldhurtfactor>0.4</shieldhurtfactor><BR> <shieldhurtfactor>0.4</shieldhurtfactor><BR>
Line 33: Line 31:
<explosionsound>explosions/small.wav</explosionsound><BR> <explosionsound>explosions/small.wav</explosionsound><BR>
</collisionaction><BR> </collisionaction><BR>
 +
</accessoryaction><BR> </accessoryaction><BR>
 +
<font color=#F7FE2E><span title="A required closing header that lets the engine know we wish to end the weapon. This tag needs to be preceded by the accessory header tag. Examine the example for further clarification."></accessory></span><BR> <font color=#F7FE2E><span title="A required closing header that lets the engine know we wish to end the weapon. This tag needs to be preceded by the accessory header tag. Examine the example for further clarification."></accessory></span><BR>
</font color> </font color>

Revision as of 21:49, 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. Simply copy and paste this example into your "accessories.xml" file to test it.

<accessory>
<name>Missile</name>
<armslevel>10</armslevel>
<description>A basic explosive projectile.</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>
<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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