| Revision as of 22:01, 2 February 2012 Armorwraith (Talk | contribs) A Basic Projectile ← Previous diff |
Current revision Armorwraith (Talk | contribs) A Basic Projectile |
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| <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=#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> | <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></font color><BR> |
| - | + | <font color=#BFFF00><span title="The sound our weapon will play when fired."><activationsound>shoot/small.wav</activationsound><BR></span><BR></font color> | |
| - | <activationsound>shoot/small.wav</activationsound><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> |
| - | <modelscale>0.5</modelscale><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> | ||
| <spinspeed>1.0</spinspeed><BR> | <spinspeed>1.0</spinspeed><BR> | ||
| <animateflametexture/><BR></span><BR></font color> | <animateflametexture/><BR></span><BR></font color> | ||
| - | + | <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> | |
| - | + | ||
| - | + | ||
| - | + | ||
| - | + | ||
| - | <font color=#FF8000><span title="Pretty self-explanatory. Damage, Deform and Explosion attributes."><collisionaction type='WeaponExplosion'><BR> | + | |
| <hurtamount>1.0</hurtamount><BR> | <hurtamount>1.0</hurtamount><BR> | ||
| <deform>down</deform><BR> | <deform>down</deform><BR> | ||
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| <explosionsound>explosions/small.wav</explosionsound><BR> | <explosionsound>explosions/small.wav</explosionsound><BR> | ||
| </collisionaction><BR></span><BR></font color> | </collisionaction><BR></span><BR></font color> | ||
| - | + | <font color=#FE2EC8><span title="The closing tag for our accessoryaction."></accessoryaction><BR></span><BR></font color> | |
| - | </accessoryaction><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=#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> | ||
<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>