| Revision as of 18:58, 2 February 2012 Armorwraith (Talk | contribs) A Basic Projectile ← Previous diff |
Current revision Armorwraith (Talk | contribs) A Basic Projectile |
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| ==A Basic Projectile== | ==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. | + | *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. |
| - | + | <font color=#F7FE2E> | |
| - | + | ||
| - | <font color=#90EE90> | + | |
| <span title="A required header that lets the engine know we wish to create a new weapon. This tag needs to be followed by the closed accessory tag. Examine the example for further clarification."><accessory></span><BR></font color> | <span title="A required header that lets the engine know we wish to create a new weapon. This tag needs to be followed by the closed accessory tag. Examine the example for further clarification."><accessory></span><BR></font color> | ||
| - | <font color=#01A9DB> | + | <font color=#01A9DB><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. This ranges from Weak(10) to Strong(1). Weaker weapons give more money per kill."><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. This ranges from Weak(10) to Strong(1). Weaker weapons give more money per kill."><armslevel>10</armslevel></span><BR></font color> | ||
| - | + | <font color=#868A08><span title="A required tag that describes the weapon to the player."><description>A basic explosive projectile.</description></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> | |
| - | <description>A small explosive projectile weapon.</description><BR> | + | <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></font color><BR> |
| - | <icon>bmissile.bmp</icon><BR> | + | <font color=#BFFF00><span title="The sound our weapon will play when fired."><activationsound>shoot/small.wav</activationsound><BR></span><BR></font color> |
| - | <startingnumber>-1</startingnumber><BR> | + | <font color=#FE2EC8><span title="The action our weapon will preform. For our example we have specified a projectile. What you place here will determine what type of weapon you are creating. This tag is required for all weapons."><accessoryaction type='WeaponProjectile'><BR></span><BR></font color> |
| - | <activationsound>shoot/small.wav</activationsound><BR> | + | <font color=#FF8000><span title="Optional tags that control various aspects of our projectile."><projectilescale>0.5</projectilescale><BR> |
| - | <modelscale>0.5</modelscale><BR> | + | |
| - | <accessoryaction type='WeaponProjectile'><BR> | + | |
| - | <projectilescale>0.5</projectilescale><BR> | + | |
| <shieldhurtfactor>0.4</shieldhurtfactor><BR> | <shieldhurtfactor>0.4</shieldhurtfactor><BR> | ||
| <spinspeed>1.0</spinspeed><BR> | <spinspeed>1.0</spinspeed><BR> | ||
| - | <flametexture>trans</flametexture><BR> | + | <animateflametexture/><BR></span><BR></font color> |
| - | <animateflametexture/><BR> | + | <font color=#FF0000><span title="Self-explanatory. This action happens when the projectile collides. Our example contains damage, deform and explosion attributes."><collisionaction type='WeaponExplosion'><BR> |
| - | <collisionaction type='WeaponExplosion'><BR> | + | |
| <hurtamount>1.0</hurtamount><BR> | <hurtamount>1.0</hurtamount><BR> | ||
| <deform>down</deform><BR> | <deform>down</deform><BR> | ||
| Line 30: | Line 23: | ||
| <explosiontexture>exp00</explosiontexture><BR> | <explosiontexture>exp00</explosiontexture><BR> | ||
| <explosionsound>explosions/small.wav</explosionsound><BR> | <explosionsound>explosions/small.wav</explosionsound><BR> | ||
| - | </collisionaction><BR> | + | </collisionaction><BR></span><BR></font color> |
| - | </accessoryaction><BR> | + | <font color=#FE2EC8><span title="The closing tag for our accessoryaction."></accessoryaction><BR></span><BR></font color> |
| - | <font color=#90EE90><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 tag that lets the engine know we wish to end the weapon here. This tag needs to be preceded by the accessory header tag. Examine the example for further clarification."></accessory></span><BR> |
| </font color> | </font color> | ||
<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>
<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>