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Revision as of 19:11, 2 February 2012
Armorwraith (Talk | contribs)
A Basic Projectile
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Revision as of 19:11, 2 February 2012
Armorwraith (Talk | contribs)
A Basic Projectile
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<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=#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=#0B0B61><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=#8181F7><span title="A required tag that shows the engine where to find the weapons icon."><icon>bmissile.bmp</icon></span><BR></font color>
<startingnumber>-1</startingnumber><BR> <startingnumber>-1</startingnumber><BR>

Revision as of 19:11, 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 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>
<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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