3 <name>Parachute</name>
\r
4 <armslevel>7</armslevel>
\r
5 <description>Deployed when the tank falls.
\r
6 Prevents the tank from taking falling damage.
\r
7 Parachutes must be enabled before they are
\r
8 effective.</description>
\r
9 <icon>para.bmp</icon>
\r
10 <activationsound>misc/para.wav</activationsound>
\r
11 <bundlesize>8</bundlesize>
\r
13 <accessoryaction type='Parachute'>
\r
14 <!--<slowforce><a>0.0</a><b>0.0</b><c>3.0</c></slowforce>-->
\r
16 <freemarketlimits>0</freemarketlimits>
\r
19 <name>Battery</name>
\r
20 <armslevel>7</armslevel>
\r
21 <description>Used to re-charge tank life.
\r
22 Giving more health and longer shots.</description>
\r
23 <icon>battery.bmp</icon>
\r
24 <activationsound>battery/battery.wav</activationsound>
\r
25 <bundlesize>10</bundlesize>
\r
27 <accessoryaction type='Battery'></accessoryaction>
\r
31 <armslevel>7</armslevel>
\r
32 <description>Allows the tank to move.
\r
33 When it is the players turn the tank may choose
\r
34 to move rather than fire. Maximum range is 50.</description>
\r
35 <icon>fuel.bmp</icon>
\r
36 <activationsound>battery/battery.wav</activationsound>
\r
37 <bundlesize>40</bundlesize>
\r
39 <accessoryaction type='WeaponSelectPosition'>
\r
40 <aimedweapon type='WeaponMoveTank'>
\r
41 <steptime>0.05</steptime>
\r
42 <maximumrange>50</maximumrange>
\r
46 <positionselection>fuel</positionselection>
\r
47 <usenumber>0</usenumber>
\r
49 <tabgroup>defense</tabgroup>
\r
52 <name>Rocket Fuel</name>
\r
53 <armslevel>7</armslevel>
\r
54 <description>Allows the tank to move very fast.
\r
55 When it is the players turn the tank may choose
\r
56 to move rather than fire. Maximum range is 75.</description>
\r
57 <icon>fuel.bmp</icon>
\r
58 <activationsound>battery/battery.wav</activationsound>
\r
59 <bundlesize>30</bundlesize>
\r
61 <accessoryaction type='WeaponSelectPosition'>
\r
62 <aimedweapon type='WeaponMoveTank'>
\r
63 <steptime>0.025</steptime>
\r
64 <maximumrange>75</maximumrange>
\r
68 <positionselection>fuel</positionselection>
\r
69 <usenumber>0</usenumber>
\r
71 <tabgroup>defense</tabgroup>
\r
75 <armslevel>8</armslevel>
\r
76 <description>A small defensive shield that protects
\r
77 the tank from small amounts of damage.
\r
78 Shields must be activated before they
\r
80 <icon>shield.bmp</icon>
\r
81 <activationsound>shield/activate.wav</activationsound>
\r
82 <bundlesize>3</bundlesize>
\r
84 <accessoryaction type='ShieldRound'>
\r
85 <radius>3.0</radius>
\r
86 <halfshield>false</halfshield>
\r
92 <collisionsound>shield/hit.wav</collisionsound>
\r
93 <removepower>20</removepower>
\r
94 <penetration>0.7</penetration>
\r
99 <name>Heavy Shield</name>
\r
100 <armslevel>7</armslevel>
\r
101 <description>A large defensive shield that protects
\r
102 the tank. Shields must be activated before they
\r
103 work.</description>
\r
104 <icon>hshield.bmp</icon>
\r
105 <activationsound>shield/activate.wav</activationsound>
\r
106 <bundlesize>2</bundlesize>
\r
108 <accessoryaction type='ShieldRound'>
\r
109 <radius>5.0</radius>
\r
110 <halfshield>false</halfshield>
\r
116 <collisionsound>shield/hit.wav</collisionsound>
\r
117 <removepower>15</removepower>
\r
118 <penetration>0.8</penetration>
\r
123 <name>Force Shield</name>
\r
124 <armslevel>6</armslevel>
\r
125 <description>A shield that deflects direct hits and
\r
126 protects the tank from damage. Shields must
\r
127 be activated before they work.</description>
\r
128 <icon>fshield.bmp</icon>
\r
129 <activationsound>shield/activateforce.wav</activationsound>
\r
130 <bundlesize>2</bundlesize>
\r
132 <accessoryaction type='ShieldRoundReflective'>
\r
133 <radius>5.0</radius>
\r
134 <halfshield>false</halfshield>
\r
135 <deflectfactor>1.0</deflectfactor>
\r
141 <collisionsound>shield/hit2.wav</collisionsound>
\r
142 <removepower>20</removepower>
\r
143 <penetration>1.0</penetration>
\r
148 <name>Mag Deflect</name>
\r
149 <armslevel>8</armslevel>
\r
150 <description>A small reflective shield that protects
\r
151 the tank from small amounts of damage.
\r
152 Mag shields reflect any shots that hit
\r
153 them in a small area above the tank.
\r
154 Shields must be activated before they work.</description>
\r
155 <icon>mag.bmp</icon>
\r
156 <activationsound>shield/activmag.wav</activationsound>
\r
157 <bundlesize>2</bundlesize>
\r
159 <accessoryaction type='ShieldRoundMag'>
\r
160 <radius>3.0</radius>
\r
161 <halfshield>true</halfshield>
\r
162 <deflectpower>50</deflectpower>
\r
168 <collisionsound>shield/hit2.wav</collisionsound>
\r
169 <removepower>4</removepower>
\r
170 <penetration>0.7</penetration>
\r
175 <name>Heavy Mag</name>
\r
176 <armslevel>6</armslevel>
\r
177 <description>A large reflective shield that protects
\r
178 the tank from small amounts of damage.
\r
179 Reflects shots away in a wide area
\r
180 above the tank. Shields must be
\r
181 activated before they work.</description>
\r
182 <icon>smag.bmp</icon>
\r
183 <activationsound>shield/activmag.wav</activationsound>
\r
184 <bundlesize>2</bundlesize>
\r
186 <accessoryaction type='ShieldRoundMag'>
\r
187 <radius>6.0</radius>
\r
188 <halfshield>true</halfshield>
\r
189 <deflectpower>100</deflectpower>
\r
195 <collisionsound>shield/hit2.wav</collisionsound>
\r
196 <removepower>2</removepower>
\r
197 <penetration>0.7</penetration>
\r
202 <name>Auto Defense</name>
\r
203 <armslevel>7</armslevel>
\r
204 <description>Allows the tank to raise shields and
\r
205 activate parachutes before the tanks
\r
206 main move.</description>
\r
207 <icon>autod.bmp</icon>
\r
208 <bundlesize>1</bundlesize>
\r
210 <maximumnumber>1</maximumnumber>
\r
211 <accessoryaction type='AutoDefense'></accessoryaction>
\r
214 <name>Napalm</name>
\r
215 <armslevel>5</armslevel>
\r
216 <description>A projectile weapon that explodes
\r
217 into two streams of flame. Any tanks
\r
218 near the flames will lose life.</description>
\r
219 <icon>napalm.bmp</icon>
\r
220 <bundlesize>10</bundlesize>
\r
222 <activationsound>shoot/small.wav</activationsound>
\r
223 <model type='MilkShape'>napalm/napalm.txt</model>
\r
224 <accessoryaction type='WeaponProjectile'>
\r
225 <projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
\r
226 <collisionaction type='WeaponNapalm'>
\r
227 <napalmtime>8.0</napalmtime>
\r
228 <napalmheight>0.2</napalmheight>
\r
229 <steptime>0.1</steptime>
\r
230 <hurtsteptime>2.0</hurtsteptime>
\r
231 <hurtpersecond>1.0</hurtpersecond>
\r
232 <numberstreams>1</numberstreams>
\r
233 <effectradius>5</effectradius>
\r
234 <napalmtexture>flames</napalmtexture>
\r
235 <napalmsound>explosions/napalm.wav</napalmsound>
\r
236 <allowunderwater>false</allowunderwater>
\r
237 <!--<nosingleflow/>-->
\r
242 <name>Hot Napalm</name>
\r
243 <armslevel>3</armslevel>
\r
244 <description>A projectile weapon that explodes
\r
245 into three very hot streams of flame.
\r
246 Any tanks near the flames will lose life.</description>
\r
247 <icon>hnapalm.bmp</icon>
\r
248 <bundlesize>3</bundlesize>
\r
250 <activationsound>shoot/small.wav</activationsound>
\r
251 <model type='MilkShape'>napalm/napalm.txt</model>
\r
252 <accessoryaction type='WeaponProjectile'>
\r
253 <projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
\r
254 <collisionaction type='WeaponNapalm'>
\r
255 <napalmtime>8.0</napalmtime>
\r
256 <napalmheight>0.2</napalmheight>
\r
257 <steptime>0.1</steptime>
\r
258 <hurtsteptime>2.0</hurtsteptime>
\r
259 <hurtpersecond>2.0</hurtpersecond>
\r
260 <numberstreams>3</numberstreams>
\r
261 <effectradius>5</effectradius>
\r
262 <napalmtexture>flames</napalmtexture>
\r
263 <napalmsound>explosions/napalm.wav</napalmsound>
\r
264 <allowunderwater>false</allowunderwater>
\r
269 <name>Baby Roller</name>
\r
270 <armslevel>8</armslevel>
\r
271 <description>A projectile weapon that explodes
\r
272 into a number of rolling bombs. These
\r
273 bombs roll downhill exploding on
\r
274 contact with any tank.</description>
\r
275 <icon>broller.bmp</icon>
\r
276 <bundlesize>10</bundlesize>
\r
278 <activationsound>shoot/small.wav</activationsound>
\r
279 <accessoryaction type='WeaponProjectile'>
\r
280 <collisionaction type='WeaponRoller'>
\r
281 <numberrollers>8</numberrollers>
\r
282 <time>RANGE(7,9)</time>
\r
283 <rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
\r
284 <!--<maintainvelocity>true</maintainvelocity>-->
\r
285 <collisionaction type='WeaponExplosion'>
\r
286 <hurtamount>1.0</hurtamount>
\r
287 <deform>down</deform>
\r
289 <explosiontexture>exp00</explosiontexture>
\r
290 <explosionsound>explosions/small.wav</explosionsound>
\r
296 <name>Roller</name>
\r
297 <armslevel>8</armslevel>
\r
298 <description>A projectile weapon that explodes
\r
299 into a number of rolling bombs. These
\r
300 bombs roll downhill exploding on contact
\r
301 with any tank.</description>
\r
302 <icon>roller.bmp</icon>
\r
303 <bundlesize>5</bundlesize>
\r
305 <activationsound>shoot/medium.wav</activationsound>
\r
306 <accessoryaction type='WeaponProjectile'>
\r
307 <collisionaction type='WeaponRoller'>
\r
308 <numberrollers>8</numberrollers>
\r
309 <time>RANGE(7,9)</time>
\r
310 <rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
\r
311 <collisionaction type='WeaponExplosion'>
\r
312 <hurtamount>1.0</hurtamount>
\r
313 <deform>down</deform>
\r
315 <explosiontexture>exp00</explosiontexture>
\r
316 <explosionsound>explosions/medium.wav</explosionsound>
\r
322 <name>Heavy Roller</name>
\r
323 <armslevel>8</armslevel>
\r
324 <description>A projectile weapon that explodes
\r
325 into a number of rolling bombs. These
\r
326 bombs roll downhill exploding on contact
\r
327 with any tank.</description>
\r
328 <icon>hroller.bmp</icon>
\r
329 <bundlesize>2</bundlesize>
\r
331 <activationsound>shoot/large.wav</activationsound>
\r
332 <accessoryaction type='WeaponProjectile'>
\r
333 <collisionaction type='WeaponRoller'>
\r
334 <numberrollers>6</numberrollers>
\r
335 <time>RANGE(7,9)</time>
\r
336 <rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
\r
337 <collisionaction type='WeaponExplosion'>
\r
338 <hurtamount>1.0</hurtamount>
\r
339 <deform>down</deform>
\r
341 <explosiontexture>exp00</explosiontexture>
\r
342 <explosionsound>explosions/large.wav</explosionsound>
\r
348 <name>Baby Missile</name>
\r
349 <armslevel>10</armslevel>
\r
350 <description>A small explosive projectile weapon</description>
\r
351 <icon>bmissile.bmp</icon>
\r
352 <startingnumber>-1</startingnumber>
\r
353 <activationsound>shoot/small.wav</activationsound>
\r
354 <modelscale>0.5</modelscale>
\r
355 <accessoryaction type='WeaponProjectile'>
\r
356 <projectilescale>0.5</projectilescale>
\r
357 <spinspeed>1.0</spinspeed>
\r
358 <!--<thrusttime>4.0</thrusttime>
\r
359 <thrustamount>1.0</thrustamount>-->
\r
360 <collisionaction type='WeaponExplosion'>
\r
361 <hurtamount>1.0</hurtamount>
\r
362 <deform>down</deform>
\r
364 <explosiontexture>exp00</explosiontexture>
\r
365 <explosionsound>explosions/small.wav</explosionsound>
\r
370 <name>Missile</name>
\r
371 <armslevel>9</armslevel>
\r
372 <description>A mid-size explosive projectile weapon</description>
\r
373 <icon>missile.bmp</icon>
\r
374 <bundlesize>5</bundlesize>
\r
376 <activationsound>shoot/medium.wav</activationsound>
\r
377 <modelscale>0.75</modelscale>
\r
378 <accessoryaction type='WeaponProjectile'>
\r
379 <projectilescale>0.75</projectilescale>
\r
380 <collisionaction type='WeaponExplosion'>
\r
381 <hurtamount>1.0</hurtamount>
\r
382 <deform>down</deform>
\r
384 <explosiontexture>exp00</explosiontexture>
\r
385 <explosionsound>explosions/medium.wav</explosionsound>
\r
390 <name>Baby Nuke</name>
\r
391 <armslevel>6</armslevel>
\r
392 <description>A large explosive projectile weapon</description>
\r
393 <icon>bnuke.bmp</icon>
\r
394 <bundlesize>3</bundlesize>
\r
396 <activationsound>shoot/large.wav</activationsound>
\r
397 <model type='MilkShape'>littleboy/littleboy.txt</model>
\r
398 <accessoryaction type='WeaponProjectile'>
\r
399 <projectilemodel type='MilkShape'>littleboy/littleboy.txt</projectilemodel>
\r
400 <collisionaction type='WeaponExplosion'>
\r
401 <hurtamount>1.0</hurtamount>
\r
402 <deform>down</deform>
\r
404 <explosionshake>2.0</explosionshake>
\r
405 <explosiontexture>exp00</explosiontexture>
\r
406 <explosionsound>explosions/large.wav</explosionsound>
\r
412 <armslevel>4</armslevel>
\r
413 <description>A very large explosive projectile weapon</description>
\r
414 <icon>nuke.bmp</icon>
\r
415 <bundlesize>2</bundlesize>
\r
417 <activationsound>shoot/xlarge.wav</activationsound>
\r
418 <model type='MilkShape'>fatman/fatman.txt</model>
\r
419 <accessoryaction type='WeaponProjectile'>
\r
420 <projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
\r
421 <collisionaction type='WeaponExplosion'>
\r
422 <hurtamount>1.0</hurtamount>
\r
423 <deform>down</deform>
\r
425 <createmushroomamount>1.0</createmushroomamount>
\r
426 <minlife>0.5</minlife>
\r
427 <maxlife>1.5</maxlife>
\r
428 <explosionshake>4.0</explosionshake>
\r
429 <explosiontexture>exp00</explosiontexture>
\r
430 <explosionsound>explosions/xlarge.wav</explosionsound>
\r
435 <name>Dirt Clod</name>
\r
436 <armslevel>10</armslevel>
\r
437 <description>A projectile weapon that explodes making
\r
438 a small mound of earth. The explosion
\r
439 does not harm tanks but can be used
\r
440 to cover them.</description>
\r
441 <icon>dclod.bmp</icon>
\r
442 <bundlesize>10</bundlesize>
\r
444 <activationsound>shoot/small.wav</activationsound>
\r
445 <model type='MilkShape'>dirt/dirt.txt</model>
\r
446 <modelscale>0.6</modelscale>
\r
447 <accessoryaction type='WeaponProjectile'>
\r
448 <projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
\r
449 <projectilescale>0.6</projectilescale>
\r
450 <collisionaction type='WeaponExplosion'>
\r
451 <hurtamount>0.0</hurtamount>
\r
452 <nocreatedebris></nocreatedebris>
\r
453 <deform>up</deform>
\r
455 <explosiontexture>exp03</explosiontexture>
\r
456 <explosionsound>explosions/gloop.wav</explosionsound>
\r
457 <explodeunderground>false</explodeunderground>
\r
462 <name>Dirt Ball</name>
\r
463 <armslevel>9</armslevel>
\r
464 <description>A projectile weapon that explodes making
\r
465 a medium mound of earth. The explosion
\r
466 does not harm tanks but can be used to
\r
467 cover them.</description>
\r
468 <icon>dball.bmp</icon>
\r
469 <bundlesize>5</bundlesize>
\r
471 <activationsound>shoot/small.wav</activationsound>
\r
472 <model type='MilkShape'>dirt/dirt.txt</model>
\r
473 <modelscale>0.8</modelscale>
\r
474 <accessoryaction type='WeaponProjectile'>
\r
475 <projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
\r
476 <projectilescale>0.8</projectilescale>
\r
477 <collisionaction type='WeaponExplosion'>
\r
478 <deform>up</deform>
\r
479 <hurtamount>0.0</hurtamount>
\r
480 <nocreatedebris></nocreatedebris>
\r
482 <explosiontexture>exp03</explosiontexture>
\r
483 <explosionsound>explosions/gloop.wav</explosionsound>
\r
484 <explodeunderground>false</explodeunderground>
\r
489 <name>Ton Of Dirt</name>
\r
490 <armslevel>7</armslevel>
\r
491 <description>A projectile weapon that explodes making
\r
492 a large mound of earth. The explosion
\r
493 does not harm tanks but can be used to
\r
494 cover them.</description>
\r
495 <icon>tdirt.bmp</icon>
\r
496 <bundlesize>2</bundlesize>
\r
498 <activationsound>shoot/small.wav</activationsound>
\r
499 <model type='MilkShape'>dirt/dirt.txt</model>
\r
500 <accessoryaction type='WeaponProjectile'>
\r
501 <projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
\r
502 <collisionaction type='WeaponExplosion'>
\r
503 <deform>up</deform>
\r
504 <hurtamount>0.0</hurtamount>
\r
505 <nocreatedebris></nocreatedebris>
\r
507 <explosiontexture>exp03</explosiontexture>
\r
508 <explosionsound>explosions/gloop.wav</explosionsound>
\r
509 <explodeunderground>false</explodeunderground>
\r
514 <name>Dirt Charge</name><armslevel>7</armslevel>
\r
515 <description>A projectile weapon that throws many
\r
516 small dirt clods in all directions.</description>
\r
517 <icon>dcharge.bmp</icon>
\r
518 <bundlesize>3</bundlesize><cost>5000</cost>
\r
519 <activationsound>shoot/flare.wav</activationsound>
\r
520 <model type='MilkShape'>dirt/dirt.txt</model>
\r
521 <accessoryaction type='WeaponProjectile'>
\r
522 <projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
\r
523 <collisionaction type='WeaponMulti'>
\r
524 <subweapon1 type='WeaponExplosion'>
\r
525 <hurtamount>0</hurtamount>
\r
526 <deform>down</deform><size>4</size>
\r
527 <explosionsound>explosions/gloop.wav</explosionsound>
\r
528 <explosiontexture>exp03</explosiontexture>
\r
530 <subweapon2 type='WeaponAimedOver'>
\r
531 <nowarheads>5</nowarheads>
\r
532 <percentagemiss>1</percentagemiss>
\r
533 <maxaimdistance>0</maxaimdistance>
\r
534 <inaccuracy>50</inaccuracy>
\r
535 <aimedweapon type='WeaponProjectile'>
\r
536 <nocreateflame/><nocreatesmoke/>
\r
537 <timedcollision>0.6</timedcollision>
\r
538 <projectilescale>0.8</projectilescale>
\r
539 <projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
\r
540 <collisionaction type='WeaponMulti'>
\r
541 <subweapon1 type='WeaponExplosion'>
\r
542 <hurtamount>0</hurtamount>
\r
543 <deform>down</deform>
\r
545 <explosionsound>explosions/gloop.wav</explosionsound>
\r
546 <explosiontexture>exp03</explosiontexture>
\r
549 <subweapon2 type='WeaponAimedOver'>
\r
550 <nowarheads>3</nowarheads>
\r
551 <percentagemiss>1</percentagemiss>
\r
552 <maxaimdistance>0</maxaimdistance>
\r
553 <inaccuracy>20</inaccuracy>
\r
554 <aimedweapon type='WeaponProjectile'>
\r
557 <timedcollision>0.8</timedcollision>
\r
558 <projectilescale>0.6</projectilescale>
\r
559 <projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
\r
560 <collisionaction type='WeaponMulti'>
\r
561 <subweapon1 type='WeaponExplosion'>
\r
562 <hurtamount>0</hurtamount>
\r
563 <deform>down</deform>
\r
565 <explosionsound>explosions/gloop.wav</explosionsound>
\r
566 <explosiontexture>exp03</explosiontexture>
\r
569 <subweapon2 type='WeaponAimedOver'>
\r
570 <nowarheads>2</nowarheads>
\r
571 <percentagemiss>5</percentagemiss>
\r
572 <maxaimdistance>0</maxaimdistance>
\r
573 <inaccuracy>50</inaccuracy>
\r
574 <aimedweapon type='WeaponVelocity'>
\r
575 <velocitychange>0.85</velocitychange>
\r
576 <aimedweapon type='WeaponProjectile'>
\r
579 <timedcollision>0.8</timedcollision>
\r
580 <projectilescale>0.5</projectilescale>
\r
581 <projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
\r
582 <collisionaction type='WeaponMulti'>
\r
583 <subweapon1 type='WeaponExplosion'>
\r
584 <hurtamount>0</hurtamount>
\r
585 <deform>down</deform>
\r
587 <explosionsound>explosions/gloop.wav</explosionsound>
\r
588 <explosiontexture>exp03</explosiontexture>
\r
591 <subweapon2 type='WeaponAimedOver'>
\r
592 <nowarheads>2</nowarheads>
\r
593 <percentagemiss>5</percentagemiss>
\r
594 <maxaimdistance>0</maxaimdistance>
\r
595 <inaccuracy>20</inaccuracy>
\r
596 <aimedweapon type='WeaponVelocity'>
\r
597 <velocitychange>0.7</velocitychange>
\r
598 <aimedweapon type='WeaponProjectile'>
\r
601 <projectilescale>0.5</projectilescale>
\r
602 <shieldhurtfactor>0.5</shieldhurtfactor>
\r
603 <projectilemodel type='ase'>
\r
604 <mesh>roller.ase</mesh><skin>white.bmp</skin>
\r
606 <collisionaction type='WeaponExplosion'>
\r
607 <hurtamount>0</hurtamount>
\r
608 <deform>up</deform><size>3.0</size>
\r
609 <explosionsound>explosions/gloop.wav</explosionsound>
\r
610 <explosiontexture>exp03</explosiontexture>
\r
630 <name>Riot Bomb</name>
\r
631 <armslevel>10</armslevel>
\r
632 <description>A projectile weapon that explodes removing
\r
633 a small amount of earth. The explosion
\r
634 does not harm tanks but can be used to
\r
635 remove earth from under them.</description>
\r
636 <icon>rbomb.bmp</icon>
\r
637 <bundlesize>5</bundlesize>
\r
639 <activationsound>shoot/small.wav</activationsound>
\r
640 <model type='MilkShape'>riot/riot.txt</model>
\r
641 <accessoryaction type='WeaponProjectile'>
\r
642 <projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
\r
643 <collisionaction type='WeaponExplosion'>
\r
644 <deform>down</deform>
\r
645 <hurtamount>0.0</hurtamount>
\r
646 <nocreatedebris></nocreatedebris>
\r
648 <explosiontexture>exp03</explosiontexture>
\r
649 <explosionsound>explosions/crunch.wav</explosionsound>
\r
654 <name>Hvy Riot Bomb</name>
\r
655 <armslevel>8</armslevel>
\r
656 <description>A projectile weapon that explodes removing
\r
657 a large amount of earth. The explosion
\r
658 does not harm tanks but can be used to
\r
659 remove earth from under them.</description>
\r
660 <icon>hrbomb.bmp</icon>
\r
661 <bundlesize>2</bundlesize>
\r
663 <activationsound>shoot/small.wav</activationsound>
\r
664 <model type='MilkShape'>riot/riot.txt</model>
\r
665 <accessoryaction type='WeaponProjectile'>
\r
666 <projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
\r
667 <collisionaction type='WeaponExplosion'>
\r
668 <deform>down</deform>
\r
669 <hurtamount>0.0</hurtamount>
\r
670 <nocreatedebris></nocreatedebris>
\r
672 <explosiontexture>exp03</explosiontexture>
\r
673 <explosionsound>explosions/crunch.wav</explosionsound>
\r
678 <name>Riot Charge</name>
\r
679 <armslevel>8</armslevel>
\r
680 <description>Riot Charges destroy a wedge-shaped section of
\r
681 dirt from around your turret. This weapon's
\r
682 primary use is to unbury yourself when you get
\r
683 covered with dirt.</description>
\r
684 <icon>rcharge.bmp</icon>
\r
685 <bundlesize>10</bundlesize>
\r
687 <model type='MilkShape'>riot/riot.txt</model>
\r
688 <accessoryaction type='WeaponTranslate'>
\r
689 <translatedist>2.0</translatedist>
\r
690 <nextaction type='WeaponMulti'>
\r
691 <subweapon1 type='WeaponExplosion'>
\r
692 <hurtamount>0.0</hurtamount>
\r
693 <nocreatedebris></nocreatedebris>
\r
694 <deform>down</deform>
\r
696 <explosiontexture>exp03</explosiontexture>
\r
697 <explosionsound>explosions/crunch.wav</explosionsound>
\r
699 <subweapon2 type='WeaponTranslate'>
\r
700 <translatedist>3.0</translatedist>
\r
701 <nextaction type='WeaponMulti'>
\r
702 <subweapon1 type='WeaponExplosion'>
\r
703 <hurtamount>0.0</hurtamount>
\r
704 <nocreatedebris></nocreatedebris>
\r
705 <deform>down</deform>
\r
707 <explosiontexture>exp03</explosiontexture>
\r
708 <explosionsound>none</explosionsound>
\r
710 <subweapon2 type='WeaponTranslate'>
\r
711 <translatedist>6.0</translatedist>
\r
712 <nextaction type='WeaponExplosion'>
\r
713 <hurtamount>0.0</hurtamount>
\r
714 <nocreatedebris></nocreatedebris>
\r
715 <deform>down</deform>
\r
717 <explosiontexture>exp03</explosiontexture>
\r
718 <explosionsound>none</explosionsound>
\r
727 <name>Riot Blast</name>
\r
728 <armslevel>7</armslevel>
\r
729 <description>Riot Blasts are a larger version of the Riot
\r
730 Charge. The destroy a wider angle of dirt, and
\r
731 the thickness of the wedge destroyed is also greater.</description>
\r
732 <icon>rblast.bmp</icon>
\r
733 <bundlesize>5</bundlesize>
\r
735 <model type='MilkShape'>riot/riot.txt</model>
\r
736 <accessoryaction type='WeaponTranslate'>
\r
737 <translatedist>2.0</translatedist>
\r
738 <nextaction type='WeaponMulti'>
\r
739 <subweapon1 type='WeaponExplosion'>
\r
740 <hurtamount>0.0</hurtamount>
\r
741 <nocreatedebris></nocreatedebris>
\r
742 <deform>down</deform>
\r
744 <explosiontexture>exp03</explosiontexture>
\r
745 <explosionsound>explosions/crunch.wav</explosionsound>
\r
747 <subweapon2 type='WeaponTranslate'>
\r
748 <translatedist>3.0</translatedist>
\r
749 <nextaction type='WeaponMulti'>
\r
750 <subweapon1 type='WeaponExplosion'>
\r
751 <hurtamount>0.0</hurtamount>
\r
752 <nocreatedebris></nocreatedebris>
\r
753 <deform>down</deform>
\r
755 <explosiontexture>exp03</explosiontexture>
\r
756 <explosionsound>none</explosionsound>
\r
758 <subweapon2 type='WeaponTranslate'>
\r
759 <translatedist>6.0</translatedist>
\r
760 <nextaction type='WeaponExplosion'>
\r
761 <hurtamount>0.0</hurtamount>
\r
762 <nocreatedebris></nocreatedebris>
\r
763 <deform>down</deform>
\r
765 <explosiontexture>exp03</explosiontexture>
\r
766 <explosionsound>none</explosionsound>
\r
775 <name>Leap Frog</name>
\r
776 <armslevel>7</armslevel>
\r
777 <description>An explosive projectile weapon. When the
\r
778 warhead explodes it creates other
\r
779 small warheads that continue in the
\r
780 same direction as the original.</description>
\r
781 <icon>lfrog.bmp</icon>
\r
782 <bundlesize>2</bundlesize>
\r
784 <activationsound>shoot/medium.wav</activationsound>
\r
785 <model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
\r
786 <accessoryaction type='WeaponProjectile'>
\r
787 <projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
\r
788 <collisionaction type='WeaponMulti'>
\r
789 <subweapon1 type='WeaponExplosion'>
\r
790 <hurtamount>1.0</hurtamount>
\r
791 <deform>down</deform>
\r
793 <explosiontexture>exp01</explosiontexture>
\r
794 <explosionsound>explosions/medium.wav</explosionsound>
\r
796 <subweapon2 type='WeaponLeapFrog'>
\r
797 <bounce>0.6</bounce>
\r
798 <collisionaction type='WeaponProjectile'>
\r
799 <projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
\r
800 <collisionaction type='WeaponMulti'>
\r
801 <subweapon1 type='WeaponExplosion'>
\r
802 <hurtamount>1.0</hurtamount>
\r
803 <deform>down</deform>
\r
805 <explosiontexture>exp01</explosiontexture>
\r
806 <explosionsound>explosions/medium.wav</explosionsound>
\r
808 <subweapon2 type='WeaponLeapFrog'>
\r
809 <bounce>0.6</bounce>
\r
810 <collisionaction type='WeaponProjectile'>
\r
811 <projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
\r
812 <collisionaction type='WeaponExplosion'>
\r
813 <hurtamount>1.0</hurtamount>
\r
814 <deform>down</deform>
\r
816 <explosiontexture>exp01</explosiontexture>
\r
817 <explosionsound>explosions/medium.wav</explosionsound>
\r
828 <name>Baby Digger</name>
\r
829 <armslevel>8</armslevel>
\r
830 <description>A projectile weapon that explodes
\r
831 creating a few underground
\r
832 tank-seeking riot bombs.</description>
\r
833 <icon>bdigger.bmp</icon>
\r
834 <bundlesize>10</bundlesize>
\r
836 <activationsound>shoot/flare.wav</activationsound>
\r
837 <model type='MilkShape'>digger/digger.txt</model>
\r
838 <modelscale>0.5</modelscale>
\r
839 <accessoryaction type='WeaponProjectile'>
\r
840 <projectilescale>0.5</projectilescale>
\r
841 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
842 <collisionaction type='WeaponAimedUnder'>
\r
843 <nowarheads>3</nowarheads>
\r
844 <inaccuracy>40</inaccuracy>
\r
845 <percentagemiss>20</percentagemiss>
\r
846 <maxaimdistance>75</maxaimdistance>
\r
847 <aimedweapon type='WeaponProjectile'>
\r
849 <projectilescale>0.5</projectilescale>
\r
850 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
851 <collisionaction type='WeaponExplosion'>
\r
852 <deform>down</deform>
\r
853 <hurtamount>0.0</hurtamount>
\r
854 <nocreatedebris></nocreatedebris>
\r
856 <explosiontexture>exp03</explosiontexture>
\r
857 <explosionsound>explosions/crunch.wav</explosionsound>
\r
864 <name>Digger</name>
\r
865 <armslevel>7</armslevel>
\r
866 <description>A projectile weapon that explodes
\r
867 creating several underground
\r
868 tank-seeking riot bombs.</description>
\r
869 <icon>digger.bmp</icon>
\r
870 <bundlesize>5</bundlesize>
\r
872 <activationsound>shoot/flare.wav</activationsound>
\r
873 <model type='MilkShape'>digger/digger.txt</model>
\r
874 <accessoryaction type='WeaponProjectile'>
\r
875 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
876 <collisionaction type='WeaponAimedUnder'>
\r
877 <nowarheads>5</nowarheads>
\r
878 <inaccuracy>40</inaccuracy>
\r
879 <percentagemiss>20</percentagemiss>
\r
880 <maxaimdistance>75</maxaimdistance>
\r
881 <aimedweapon type='WeaponProjectile'>
\r
883 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
884 <collisionaction type='WeaponExplosion'>
\r
885 <deform>down</deform>
\r
886 <hurtamount>0.0</hurtamount>
\r
887 <nocreatedebris></nocreatedebris>
\r
889 <explosiontexture>exp03</explosiontexture>
\r
890 <explosionsound>explosions/crunch.wav</explosionsound>
\r
897 <name>Heavy Digger</name>
\r
898 <armslevel>6</armslevel>
\r
899 <description>A projectile weapon that explodes
\r
900 creating many underground
\r
901 tank-seeking riot bombs.</description>
\r
902 <icon>hdigger.bmp</icon>
\r
903 <bundlesize>2</bundlesize>
\r
905 <activationsound>shoot/flare.wav</activationsound>
\r
906 <model type='MilkShape'>digger/digger.txt</model>
\r
907 <modelscale>2</modelscale>
\r
908 <accessoryaction type='WeaponProjectile'>
\r
909 <projectilescale>2</projectilescale>
\r
910 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
911 <collisionaction type='WeaponAimedUnder'>
\r
912 <nowarheads>10</nowarheads>
\r
913 <inaccuracy>40</inaccuracy>
\r
914 <percentagemiss>20</percentagemiss>
\r
915 <maxaimdistance>75</maxaimdistance>
\r
916 <aimedweapon type='WeaponProjectile'>
\r
917 <projectilescale>2</projectilescale>
\r
919 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
920 <collisionaction type='WeaponExplosion'>
\r
921 <deform>down</deform>
\r
922 <hurtamount>0.0</hurtamount>
\r
923 <nocreatedebris></nocreatedebris>
\r
925 <explosiontexture>exp03</explosiontexture>
\r
926 <explosionsound>explosions/crunch.wav</explosionsound>
\r
933 <name>Baby Sandhog</name>
\r
934 <armslevel>8</armslevel>
\r
935 <description>A projectile weapon that explodes creating
\r
936 some small burrowing missiles. These
\r
937 missiles target nearby tanks.</description>
\r
938 <icon>bshog.bmp</icon>
\r
939 <bundlesize>7</bundlesize>
\r
941 <activationsound>shoot/flare.wav</activationsound>
\r
942 <model type='MilkShape'>digger/digger.txt</model>
\r
943 <modelscale>0.5</modelscale>
\r
944 <accessoryaction type='WeaponProjectile'>
\r
945 <projectilescale>0.5</projectilescale>
\r
946 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
947 <collisionaction type='WeaponAimedUnder'>
\r
948 <nowarheads>2</nowarheads>
\r
949 <inaccuracy>30</inaccuracy>
\r
950 <percentagemiss>20</percentagemiss>
\r
951 <maxaimdistance>40</maxaimdistance>
\r
952 <aimedweapon type='WeaponProjectile'>
\r
953 <projectilescale>0.5</projectilescale>
\r
955 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
956 <collisionaction type='WeaponExplosion'>
\r
957 <hurtamount>1.0</hurtamount>
\r
958 <deform>down</deform>
\r
960 <explosiontexture>exp03</explosiontexture>
\r
961 <explosionsound>explosions/medium.wav</explosionsound>
\r
968 <name>Sandhog</name>
\r
969 <armslevel>5</armslevel>
\r
970 <description>A projectile weapon that explodes
\r
971 creating some burrowing missiles. These
\r
972 missiles target nearby tanks.</description>
\r
973 <icon>shog.bmp</icon>
\r
974 <bundlesize>5</bundlesize>
\r
976 <activationsound>shoot/flare.wav</activationsound>
\r
977 <model type='MilkShape'>digger/digger.txt</model>
\r
978 <accessoryaction type='WeaponProjectile'>
\r
979 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
980 <collisionaction type='WeaponAimedUnder'>
\r
981 <nowarheads>5</nowarheads>
\r
982 <inaccuracy>20</inaccuracy>
\r
983 <percentagemiss>20</percentagemiss>
\r
984 <maxaimdistance>50</maxaimdistance>
\r
985 <aimedweapon type='WeaponProjectile'>
\r
987 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
988 <collisionaction type='WeaponExplosion'>
\r
989 <hurtamount>1.0</hurtamount>
\r
990 <deform>down</deform>
\r
992 <explosiontexture>exp03</explosiontexture>
\r
993 <explosionsound>explosions/medium.wav</explosionsound>
\r
1000 <name>Heavy Sandhog</name>
\r
1001 <armslevel>3</armslevel>
\r
1002 <description>A projectile weapon that explodes
\r
1003 creating many burrowing missiles. These
\r
1004 missiles target nearby tanks.</description>
\r
1005 <icon>hshog.bmp</icon>
\r
1006 <bundlesize>2</bundlesize>
\r
1007 <cost>25000</cost>
\r
1008 <activationsound>shoot/flare.wav</activationsound>
\r
1009 <model type='MilkShape'>digger/digger.txt</model>
\r
1010 <modelscale>2</modelscale>
\r
1011 <accessoryaction type='WeaponProjectile'>
\r
1012 <projectilescale>2</projectilescale>
\r
1013 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
1014 <collisionaction type='WeaponAimedUnder'>
\r
1015 <nowarheads>16</nowarheads>
\r
1016 <inaccuracy>20</inaccuracy>
\r
1017 <percentagemiss>10</percentagemiss>
\r
1018 <maxaimdistance>120</maxaimdistance>
\r
1019 <aimedweapon type='WeaponProjectile'>
\r
1020 <projectilescale>2</projectilescale>
\r
1022 <projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
\r
1023 <collisionaction type='WeaponExplosion'>
\r
1024 <hurtamount>1.0</hurtamount>
\r
1025 <deform>down</deform>
\r
1027 <explosiontexture>exp03</explosiontexture>
\r
1028 <explosionsound>explosions/medium.wav</explosionsound>
\r
1029 </collisionaction>
\r
1031 </collisionaction>
\r
1032 </accessoryaction>
\r
1036 <armslevel>6</armslevel>
\r
1037 <description>A projectile weapon that on
\r
1038 reaching its highest point releases
\r
1039 several small warheads. These warheads
\r
1040 fan out in a straight line from the
\r
1041 direction of the firer.</description>
\r
1042 <icon>mirv.bmp</icon>
\r
1043 <bundlesize>3</bundlesize>
\r
1044 <cost>10000</cost>
\r
1045 <activationsound>shoot/large.wav</activationsound>
\r
1046 <model type='ase'>
\r
1047 <mesh>clusterbomb.ase</mesh>
\r
1048 <skin>white.bmp</skin>
\r
1050 <accessoryaction type='WeaponProjectile'>
\r
1051 <apexcollision></apexcollision>
\r
1052 <projectilemodel type='ase'>
\r
1053 <mesh>clusterbomb.ase</mesh>
\r
1054 <skin>white.bmp</skin>
\r
1055 </projectilemodel>
\r
1056 <collisionaction type='WeaponMirv'>
\r
1057 <nowarheads>5</nowarheads>
\r
1058 <hspreaddist>0.0</hspreaddist>
\r
1059 <vspreaddist>5.0</vspreaddist>
\r
1060 <aimedweapon type='WeaponProjectile'>
\r
1061 <projectilescale>0.2</projectilescale>
\r
1062 <projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
\r
1063 <collisionaction type='WeaponExplosion'>
\r
1064 <deform>down</deform>
\r
1065 <hurtamount>1.0</hurtamount>
\r
1067 <explosionsound>explosions/large.wav</explosionsound>
\r
1068 <explosiontexture>exp04</explosiontexture>
\r
1069 </collisionaction>
\r
1071 </collisionaction>
\r
1072 </accessoryaction>
\r
1075 <name>Spread MIRV</name>
\r
1076 <armslevel>6</armslevel>
\r
1077 <description>A projectile weapon that on reaching
\r
1078 its highest point releases several
\r
1079 small warheads. These warheads fan out
\r
1080 in a random direction.</description>
\r
1081 <icon>mirv.bmp</icon>
\r
1082 <bundlesize>4</bundlesize>
\r
1083 <cost>10000</cost>
\r
1084 <activationsound>shoot/large.wav</activationsound>
\r
1085 <model type='ase'>
\r
1086 <mesh>clusterbomb.ase</mesh>
\r
1087 <skin>white.bmp</skin>
\r
1089 <accessoryaction type='WeaponProjectile'>
\r
1090 <apexcollision></apexcollision>
\r
1091 <projectilemodel type='ase'>
\r
1092 <mesh>clusterbomb.ase</mesh>
\r
1093 <skin>white.bmp</skin>
\r
1094 </projectilemodel>
\r
1095 <collisionaction type='WeaponMirv'>
\r
1096 <nowarheads>5</nowarheads>
\r
1097 <hspreaddist>1.0</hspreaddist>
\r
1098 <vspreaddist>5.0</vspreaddist>
\r
1099 <aimedweapon type='WeaponProjectile'>
\r
1100 <projectilescale>0.2</projectilescale>
\r
1101 <projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
\r
1102 <collisionaction type='WeaponExplosion'>
\r
1103 <deform>down</deform>
\r
1104 <hurtamount>1.0</hurtamount>
\r
1106 <explosionsound>explosions/large.wav</explosionsound>
\r
1107 <explosiontexture>exp04</explosiontexture>
\r
1108 </collisionaction>
\r
1110 </collisionaction>
\r
1111 </accessoryaction>
\r
1114 <name>Death's Head</name>
\r
1115 <armslevel>2</armslevel>
\r
1116 <description>A projectile weapon that on
\r
1117 reaching its highest point releases
\r
1118 many large warheads. These warheads fan
\r
1119 out in a random direction.</description>
\r
1120 <icon>dhead.bmp</icon>
\r
1121 <bundlesize>1</bundlesize>
\r
1122 <cost>20000</cost>
\r
1123 <activationsound>shoot/launch.wav</activationsound>
\r
1124 <model type='MilkShape'>icbm/icbm.txt</model>
\r
1125 <modelscale>5</modelscale>
\r
1126 <accessoryaction type='WeaponProjectile'>
\r
1127 <apexcollision></apexcollision>
\r
1128 <projectilescale>5</projectilescale>
\r
1129 <projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
\r
1130 <collisionaction type='WeaponMirv'>
\r
1131 <nowarheads>20</nowarheads>
\r
1132 <hspreaddist>1.0</hspreaddist>
\r
1133 <vspreaddist>5.0</vspreaddist>
\r
1134 <aimedweapon type='WeaponProjectile'>
\r
1135 <projectilescale>0.5</projectilescale>
\r
1136 <projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
\r
1137 <collisionaction type='WeaponExplosion'>
\r
1138 <deform>down</deform>
\r
1139 <hurtamount>1.0</hurtamount>
\r
1141 <createmushroomamount>0.2</createmushroomamount>
\r
1142 <explosionsound>explosions/xlarge.wav</explosionsound>
\r
1143 <explosiontexture>exp04</explosiontexture>
\r
1144 <explosionshake>2.0</explosionshake>
\r
1145 </collisionaction>
\r
1147 </collisionaction>
\r
1148 </accessoryaction>
\r
1151 <name>Funky Bomb</name>
\r
1152 <armslevel>3</armslevel>
\r
1153 <description>A projectile weapon that on
\r
1154 exploding releases many small
\r
1155 missiles that automatically
\r
1156 target nearby tanks.</description>
\r
1157 <icon>fbomb.bmp</icon>
\r
1158 <bundlesize>2</bundlesize>
\r
1159 <cost>15000</cost>
\r
1160 <activationsound>shoot/large.wav</activationsound>
\r
1161 <model type='MilkShape'>icbm/icbm.txt</model>
\r
1162 <accessoryaction type='WeaponProjectile'>
\r
1163 <projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
\r
1164 <collisionaction type='WeaponMulti'>
\r
1165 <subweapon1 type='WeaponExplosion'>
\r
1166 <hurtamount>1.0</hurtamount>
\r
1167 <multicolor></multicolor>
\r
1168 <deform>down</deform>
\r
1170 <explosionsound>explosions/large.wav</explosionsound>
\r
1171 <explosiontexture>exp02</explosiontexture>
\r
1172 <explosionshake>1.0</explosionshake>
\r
1174 <subweapon2 type='WeaponAimedOver'>
\r
1175 <nowarheads>12</nowarheads>
\r
1176 <percentagemiss>12</percentagemiss>
\r
1177 <maxaimdistance>RANGE(40,55)</maxaimdistance>
\r
1178 <inaccuracy>12</inaccuracy>
\r
1179 <aimedweapon type='WeaponDelay'>
\r
1180 <delay>RANGE(0.4,8)</delay>
\r
1181 <delayedweapon type='WeaponVelocity'>
\r
1182 <velocitychange>RANGE(0.8,1.05)</velocitychange>
\r
1183 <aimedweapon type='WeaponProjectile'>
\r
1184 <shieldhurtfactor>0.85</shieldhurtfactor>
\r
1185 <projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
\r
1186 <collisionaction type='WeaponRandomChoice'>
\r
1188 <weight>6</weight>
\r
1189 <weapon type='WeaponExplosion'>
\r
1190 <hurtamount>0.85</hurtamount>
\r
1191 <multicolor></multicolor>
\r
1192 <minlife>1.2</minlife>
\r
1193 <maxlife>2</maxlife>
\r
1194 <deform>down</deform>
\r
1196 <explosionsound>explosions/small.wav</explosionsound>
\r
1197 <explosiontexture>exp02</explosiontexture>
\r
1201 <weight>6</weight>
\r
1202 <weapon type='WeaponExplosion'>
\r
1203 <hurtamount>0.85</hurtamount>
\r
1204 <multicolor></multicolor>
\r
1205 <minlife>1.2</minlife>
\r
1206 <maxlife>2</maxlife>
\r
1207 <deform>down</deform>
\r
1209 <explosionsound>explosions/medium.wav</explosionsound>
\r
1210 <explosiontexture>exp02</explosiontexture>
\r
1214 <weight>6</weight>
\r
1215 <weapon type='WeaponExplosion'>
\r
1216 <hurtamount>0.85</hurtamount>
\r
1217 <multicolor></multicolor>
\r
1218 <minlife>1.2</minlife>
\r
1219 <maxlife>2</maxlife>
\r
1220 <deform>down</deform>
\r
1222 <explosionsound>explosions/large.wav</explosionsound>
\r
1223 <explosiontexture>exp02</explosiontexture>
\r
1227 <weight>6</weight>
\r
1228 <weapon type='WeaponExplosion'>
\r
1229 <hurtamount>0.85</hurtamount>
\r
1230 <multicolor></multicolor>
\r
1231 <minlife>1.2</minlife>
\r
1232 <maxlife>2</maxlife>
\r
1233 <deform>down</deform>
\r
1235 <explosionsound>explosions/large.wav</explosionsound>
\r
1236 <explosiontexture>exp02</explosiontexture>
\r
1239 </collisionaction>
\r
1244 </collisionaction>
\r
1245 </accessoryaction>
\r
1248 <name>Tracer</name>
\r
1249 <armslevel>10</armslevel>
\r
1250 <description>A projectile weapon that
\r
1251 causes no damage. Can be used to
\r
1252 determine range without wasting
\r
1253 other weapons. Leaves a marker at the
\r
1254 final position.</description>
\r
1255 <icon>tracer.bmp</icon>
\r
1256 <bundlesize>20</bundlesize>
\r
1258 <activationsound>shoot/flare.wav</activationsound>
\r
1259 <model type='MilkShape'>flare.txt</model>
\r
1260 <accessoryaction type='WeaponProjectile'>
\r
1261 <nocreateflame></nocreateflame>
\r
1262 <projectilemodel type='MilkShape'>flare.txt</projectilemodel>
\r
1263 <showendpoint></showendpoint>
\r
1264 <collisionaction type='WeaponNull'></collisionaction>
\r
1265 </accessoryaction>
\r
1268 <name>Smoke Tracer</name>
\r
1269 <armslevel>9</armslevel>
\r
1270 <description>A projectile weapon that
\r
1271 causes no damage. Can be used to
\r
1272 determine range without wasting
\r
1273 other weapons. Leaves a colored
\r
1274 trace of the shot path.</description>
\r
1275 <icon>stracer.bmp</icon>
\r
1276 <bundlesize>10</bundlesize>
\r
1278 <activationsound>shoot/flare.wav</activationsound>
\r
1279 <model type='MilkShape'>flare.txt</model>
\r
1280 <accessoryaction type='WeaponProjectile'>
\r
1281 <nocreateflame></nocreateflame>
\r
1282 <projectilemodel type='MilkShape'>flare.txt</projectilemodel>
\r
1283 <showendpoint></showendpoint>
\r
1284 <showshotpath></showshotpath>
\r
1285 <collisionaction type='WeaponNull'></collisionaction>
\r
1286 </accessoryaction>
\r
1289 <name>WeaponMuzzle</name>
\r
1290 <armslevel>0</armslevel>
\r
1291 <description>The muzzle flash for guns</description>
\r
1292 <maximumnumber>0</maximumnumber>
\r
1293 <accessoryaction type='WeaponMuzzle'>
\r
1294 <hurtamount>0.0</hurtamount>
\r
1295 <nocreatedebris></nocreatedebris>
\r
1296 <nocreatesplash></nocreatesplash>
\r
1297 <deform>none</deform>
\r
1299 <explosiontexture>default</explosiontexture>
\r
1300 <explosionsound>none</explosionsound>
\r
1301 </accessoryaction>
\r
1304 <name>DriveOverDestroy</name>
\r
1305 <armslevel>0</armslevel>
\r
1306 <description>The explosion seen when tanks drive over objects</description>
\r
1307 <maximumnumber>0</maximumnumber>
\r
1308 <accessoryaction type='WeaponExplosion'>
\r
1309 <hurtamount>0.0</hurtamount>
\r
1310 <nocreatedebris></nocreatedebris>
\r
1311 <nocreatesplash></nocreatesplash>
\r
1312 <deform>none</deform>
\r
1314 <noluminance></noluminance>
\r
1315 <explosiontexture>smoke</explosiontexture>
\r
1316 <explosionsound>none</explosionsound>
\r
1317 </accessoryaction>
\r
1320 <name>Lightning</name>
\r
1321 <armslevel>10</armslevel>
\r
1322 <maximumnumber>0</maximumnumber>
\r
1323 <accessoryaction type="WeaponCenterPosition">
\r
1324 <height>150</height>
\r
1325 <nextaction type="WeaponScatterPosition">
\r
1326 <landheight>false</landheight>
\r
1327 <landonly>false</landonly>
\r
1328 <scatterpercentage>90</scatterpercentage>
\r
1329 <aimedweapon type="WeaponScatterDirection">
\r
1330 <direction><A>0</A><B>0</B><C>-1</C></direction>
\r
1331 <directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>
\r
1332 <aimedweapon type='WeaponMulti'>
\r
1333 <subweapon1 type='WeaponSound'>
\r
1334 <sound>data/wav/misc/thunder.wav</sound>
\r
1335 <sound>data/wav/misc/thunder2.wav</sound>
\r
1336 <sound>data/wav/misc/thunder3.wav</sound>
\r
1337 <relative>true</relative>
\r
1339 <subweapon2 type='WeaponDelay'>
\r
1340 <delay>0.5</delay>
\r
1341 <delayedweapon type='WeaponMulti'>
\r
1342 <subweapon1 type='WeaponSkyFlash'></subweapon1>
\r
1343 <subweapon2 type='WeaponLightning'>
\r
1344 <conelength>190</conelength>
\r
1345 <seglength>6</seglength>
\r
1346 <segvar>12</segvar>
\r
1348 <sizevar>-1</sizevar>
\r
1349 <minsize>0.1</minsize>
\r
1350 <splitprob>0.1</splitprob>
\r
1351 <splitvar>0.03</splitvar>
\r
1352 <deathprob>0.03</deathprob>
\r
1353 <derivangle>0.5</derivangle>
\r
1354 <anglevar>0.94</anglevar>
\r
1355 <totaltime>1</totaltime>
\r
1356 <seghurt>0</seghurt>
\r
1357 <seghurtradius>0</seghurtradius>
\r
1358 <sound>none</sound>
\r
1365 </accessoryaction>
\r
1368 <name>Meteor</name>
\r
1369 <armslevel>10</armslevel>
\r
1370 <maximumnumber>0</maximumnumber>
\r
1371 <accessoryaction type="WeaponCenterPosition">
\r
1372 <height>150</height>
\r
1373 <nextaction type="WeaponScatterPosition">
\r
1374 <landheight>false</landheight>
\r
1375 <landonly>false</landonly>
\r
1376 <scatterpercentage>90</scatterpercentage>
\r
1377 <aimedweapon type="WeaponScatterDirection">
\r
1378 <direction><A>0</A><B>0</B><C>-1</C></direction>
\r
1379 <directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>
\r
1380 <aimedweapon type='WeaponAimedOver'>
\r
1381 <nowarheads>5</nowarheads>
\r
1382 <percentagemiss>20</percentagemiss>
\r
1383 <maxaimdistance>0</maxaimdistance>
\r
1384 <inaccuracy>10</inaccuracy>
\r
1385 <aimedweapon type='WeaponProjectile'>
\r
1386 <projectilemodel type='ase'>
\r
1387 <mesh>roller.ase</mesh>
\r
1388 <skin>magma.bmp</skin>
\r
1389 </projectilemodel>
\r
1390 <collisionaction type='WeaponExplosion'>
\r
1391 <hurtamount>0.0</hurtamount>
\r
1392 <deform>none</deform>
\r
1394 <explosionsound>explosions/small.wav</explosionsound>
\r
1395 <explosiontexture>exp04</explosiontexture>
\r
1396 </collisionaction>
\r
1401 </accessoryaction>
\r
1404 <name>Laser</name>
\r
1405 <armslevel>10</armslevel>
\r
1406 <bundlesize>4</bundlesize>
\r
1407 <icon>laser.bmp</icon>
\r
1408 <model type="MilkShape">laser/laser.txt</model>
\r
1409 <description>Fires a laser that cuts through hills
\r
1410 and shields damaging the tank directly.</description>
\r
1412 <activationsound>shoot/laser1.wav</activationsound>
\r
1414 <accessoryaction type='WeaponLaser'>
\r
1415 <totaltime>1</totaltime>
\r
1416 <minimumdistance>10</minimumdistance>
\r
1417 <maximumdistance>200</maximumdistance>
\r
1418 <minimumhurt>34</minimumhurt>
\r
1419 <maximumhurt>40</maximumhurt>
\r
1420 <hurtradius>2</hurtradius>
\r
1426 </accessoryaction>
\r
1429 <name>Heavy Laser</name>
\r
1430 <armslevel>6</armslevel>
\r
1431 <bundlesize>2</bundlesize>
\r
1432 <icon>hlaser.bmp</icon>
\r
1433 <model type="MilkShape">laser/hlaser.txt</model>
\r
1434 <description>Fires a powerful laser that cuts through hills
\r
1435 and shields damaging the tank directly.</description>
\r
1436 <cost>10000</cost>
\r
1437 <activationsound>shoot/laser1.wav</activationsound>
\r
1439 <accessoryaction type='WeaponLaser'>
\r
1440 <totaltime>1</totaltime>
\r
1441 <minimumdistance>10</minimumdistance>
\r
1442 <maximumdistance>200</maximumdistance>
\r
1443 <minimumhurt>60</minimumhurt>
\r
1444 <maximumhurt>70</maximumhurt>
\r
1445 <hurtradius>2</hurtradius>
\r
1451 </accessoryaction>
\r
1454 <name>Teleport</name>
\r
1455 <armslevel>6</armslevel>
\r
1456 <description>A teleport moves you to a random location on the map.</description>
\r
1457 <icon>teleport.bmp</icon>
\r
1458 <activationsound>none</activationsound>
\r
1459 <bundlesize>1</bundlesize>
\r
1460 <model type="MilkShape">teleport/teleport.txt</model>
\r
1462 <cost>15000</cost>
\r
1463 <accessoryaction type="WeaponCenterPosition">
\r
1464 <height>0</height>
\r
1465 <nextaction type="WeaponScatterPosition">
\r
1466 <landheight>true</landheight>
\r
1467 <landonly>true</landonly>
\r
1468 <scatterpercentage>90</scatterpercentage>
\r
1469 <aimedweapon type='WeaponTeleport'>
\r
1470 <sound>data/wav/misc/teleport.wav</sound>
\r
1471 <delay>2.0</delay>
\r
1474 </accessoryaction>
\r
1477 <name>WeaponDeathAnimation</name>
\r
1478 <armslevel>0</armslevel>
\r
1479 <description>The tank explosion weapon</description>
\r
1480 <maximumnumber>0</maximumnumber>
\r
1481 <accessoryaction type='WeaponMulti'>
\r
1482 <subweapon1 type='WeaponAnimation'>
\r
1483 <animation>ExplosionRingRenderer</animation>
\r
1484 <data>data/wav/explosions/tank.wav</data>
\r
1486 <subweapon2 type='WeaponRandomChoice'>
\r
1488 <weight>60</weight>
\r
1489 <weapon type='WeaponInvokeWeapon'>
\r
1490 <invoke>Baby Nuke</invoke>
\r
1494 <weight>10</weight>
\r
1495 <weapon type='WeaponInvokeWeapon'>
\r
1496 <invoke>Nuke</invoke>
\r
1500 <weight>10</weight>
\r
1501 <weapon type='WeaponInvokeWeapon'>
\r
1502 <invoke>Ton Of Dirt</invoke>
\r
1506 <weight>10</weight>
\r
1507 <weapon type='WeaponInvokeWeapon'>
\r
1508 <invoke>Hvy Riot Bomb</invoke>
\r
1512 <weight>10</weight>
\r
1513 <weapon type='WeaponInvokeWeapon'>
\r
1514 <invoke>Funky Bomb</invoke>
\r
1518 <weight>10</weight>
\r
1519 <weapon type='WeaponAnimation'>
\r
1520 <animation>ExplosionLaserBeamRenderer</animation>
\r
1521 <data>data/wav/misc/laserdeath.wav</data>
\r
1525 <weight>10</weight>
\r
1526 <weapon type='WeaponInvokeWeapon'>
\r
1527 <invoke>Dirt Charge</invoke>
\r
1531 </accessoryaction>
\r
1534 <name>Teleport Position</name>
\r
1535 <armslevel>6</armslevel>
\r
1536 <description>A projectile that teleports you to the location of impact.</description>
\r
1537 <icon>teleport.bmp</icon>
\r
1538 <activationsound>shoot/small.wav</activationsound>
\r
1539 <bundlesize>1</bundlesize>
\r
1540 <modelscale>0.5</modelscale>
\r
1541 <cost>20000</cost>
\r
1542 <accessoryaction type='WeaponProjectile'>
\r
1543 <projectilescale>0.5</projectilescale>
\r
1544 <spinspeed>1.0</spinspeed>
\r
1545 <collisionaction type='WeaponTeleport'>
\r
1546 <sound>data/wav/misc/teleport.wav</sound>
\r
1547 <delay>2.0</delay>
\r
1548 </collisionaction>
\r
1549 </accessoryaction>
\r
1556 <name>TreeExplode</name>
\r
1557 <armslevel>9</armslevel>
\r
1558 <maximumnumber>0</maximumnumber>
\r
1559 <description>A test weapon for testing trees exploding!</description>
\r
1560 <icon>missile.bmp</icon>
\r
1561 <bundlesize>1</bundlesize>
\r
1563 <activationsound>shoot/medium.wav</activationsound>
\r
1564 <modelscale>0.75</modelscale>
\r
1565 <accessoryaction type='WeaponExplosion'>
\r
1566 <hurtamount>0.0</hurtamount>
\r
1567 <deform>none</deform>
\r
1569 <explosiontexture>exp00</explosiontexture>
\r
1570 <explosionsound>explosions/medium.wav</explosionsound>
\r
1571 </accessoryaction>
\r
1574 <name>TestPowerUpWeapon</name>
\r
1575 <aionly>true</aionly>
\r
1576 <accessoryaction type='WeaponGivePower'>
\r
1577 <power>2000</power>
\r
1578 </accessoryaction>
\r
1581 <name>TestShield</name>
\r
1582 <aionly>true</aionly>
\r
1583 <accessoryaction type='ShieldRound'>
\r
1584 <radius>8.0</radius>
\r
1585 <halfshield>false</halfshield>
\r
1591 <collisionsound>shield/hit.wav</collisionsound>
\r
1592 <removepower>20</removepower>
\r
1593 <penetration>1.0</penetration>
\r
1594 <power>1000</power>
\r
1595 <laserproof>true</laserproof>
\r
1596 <movementproof>true</movementproof>
\r
1597 </accessoryaction>
\r
1600 <name>TestPowerUp</name>
\r
1601 <armslevel>9</armslevel>
\r
1602 <maximumnumber>0</maximumnumber>
\r
1603 <description>A test powerup</description>
\r
1604 <accessoryaction type="WeaponRepeat">
\r
1605 <repeat>10</repeat>
\r
1606 <repeatweapon type="WeaponCenterPosition">
\r
1607 <height>150</height>
\r
1608 <nextaction type="WeaponScatterPosition">
\r
1609 <landheight>false</landheight>
\r
1610 <landonly>true</landonly>
\r
1611 <scatterpercentage>75</scatterpercentage>
\r
1612 <aimedweapon type='WeaponAddTarget'>
\r
1613 <name>Bannana</name>
\r
1614 <model type="MilkShape">banana/banana.txt</model>
\r
1615 <modelscale>0.01</modelscale>
\r
1616 <shield>Shield</shield>
\r
1617 <parachute>Parachute</parachute>
\r
1618 <removeaction>TestPowerUpWeapon</removeaction>
\r
1622 </accessoryaction>
\r
1628 <name>Test Script</name>
\r
1629 <bundlesize>2</bundlesize>
\r
1631 <accessoryaction type='WeaponScript'>
\r
1632 <filename>data/lua/accessories/test.lua</filename>
\r
1633 <entrypoint>runWeapon</entrypoint>
\r
1635 <name>testvar1</name>
\r
1638 </accessoryaction>
\r
1645 <name>Test Puncture</name>
\r
1646 <maximumnumber>0</maximumnumber>
\r
1647 <bundlesize>2</bundlesize>
\r
1648 <cost>10000</cost>
\r
1649 <model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
\r
1650 <accessoryaction type='WeaponLabel'>
\r
1651 <label>label1</label>
\r
1652 <nextweapon type='WeaponProjectile'>
\r
1653 <projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
\r
1654 <collisionaction type='WeaponMulti'>
\r
1655 <subweapon1 type='WeaponExplosion'>
\r
1656 <hurtamount>1.0</hurtamount>
\r
1657 <deform>down</deform>
\r
1659 <explosiontexture>exp01</explosiontexture>
\r
1660 <explosionsound>explosions/medium.wav</explosionsound>
\r
1662 <subweapon2 type='WeaponGotoLabel'>
\r
1663 <label>label1</label>
\r
1666 </collisionaction>
\r
1668 </accessoryaction>
\r
1673 <name>Test Leap Frog</name>
\r
1674 <maximumnumber>0</maximumnumber>
\r
1675 <bundlesize>2</bundlesize>
\r
1676 <cost>10000</cost>
\r
1677 <activationsound>shoot/medium.wav</activationsound>
\r
1678 <model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
\r
1679 <accessoryaction type='WeaponLabel'>
\r
1680 <label>label1</label>
\r
1681 <nextweapon type='WeaponProjectile'>
\r
1682 <projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
\r
1683 <collisionaction type='WeaponMulti'>
\r
1684 <subweapon1 type='WeaponExplosion'>
\r
1685 <hurtamount>1.0</hurtamount>
\r
1686 <deform>down</deform>
\r
1688 <explosiontexture>exp01</explosiontexture>
\r
1689 <explosionsound>explosions/medium.wav</explosionsound>
\r
1691 <subweapon2 type='WeaponLeapFrog'>
\r
1692 <bounce>0.4</bounce>
\r
1693 <collisionaction type='WeaponGotoLabel'>
\r
1694 <label>label1</label>
\r
1696 </collisionaction>
\r
1698 </collisionaction>
\r
1700 </accessoryaction>
\r
1704 <name>Teleport Test</name>
\r
1705 <maximumnumber>0</maximumnumber>
\r
1706 <bundlesize>1</bundlesize>
\r
1707 <model type="MilkShape">teleport/teleport.txt</model>
\r
1709 <cost>15000</cost>
\r
1710 <accessoryaction type='WeaponSelectPosition'>
\r
1711 <aimedweapon type='WeaponTeleport'>
\r
1712 <sound>data/wav/misc/teleport.wav</sound>
\r
1713 <delay>2.0</delay>
\r
1715 </accessoryaction>
\r
1716 <positionselection>fuellimit</positionselection>
\r
1717 <positionselectionlimit>40</positionselectionlimit>
\r
1722 <name>Team Action Test</name>
\r
1723 <maximumnumber>0</maximumnumber>
\r
1724 <bundlesize>1</bundlesize>
\r
1725 <cost>15000</cost>
\r
1726 <accessoryaction type='WeaponTeamAction'>
\r
1727 <team0 type='WeaponTeleport'>
\r
1728 <sound>data/wav/misc/teleport.wav</sound>
\r
1729 <delay>2.0</delay>
\r
1731 </accessoryaction>
\r
1735 <name>Type Action Test</name>
\r
1736 <maximumnumber>0</maximumnumber>
\r
1737 <bundlesize>1</bundlesize>
\r
1738 <cost>15000</cost>
\r
1739 <accessoryaction type='WeaponTypeAction'>
\r
1740 <none type='WeaponTeleport'>
\r
1741 <sound>data/wav/misc/teleport.wav</sound>
\r
1742 <delay>2.0</delay>
\r
1744 </accessoryaction>
\r
1748 <name>GroupWin</name>
\r
1749 <maximumnumber>0</maximumnumber>
\r
1750 <accessoryaction type='WeaponGiveWin'>
\r
1751 <objective>Destroyed group bob</objective>
\r
1752 <winningteam>1</winningteam>
\r
1753 </accessoryaction>
\r
1757 <name>TestSquareShield</name>
\r
1758 <maximumnumber>0</maximumnumber>
\r
1759 <armslevel>8</armslevel>
\r
1760 <icon>shield.bmp</icon>
\r
1761 <activationsound>shield/activate.wav</activationsound>
\r
1762 <bundlesize>3</bundlesize>
\r
1763 <cost>20000</cost>
\r
1764 <accessoryaction type='ShieldSquareReflective'>
\r
1765 <movementproof>true</movementproof>
\r
1766 <deflectfactor>1.0</deflectfactor>
\r
1777 <collisionsound>shield/hit.wav</collisionsound>
\r
1778 <removepower>20</removepower>
\r
1779 <penetration>1.0</penetration>
\r
1780 <power>100</power>
\r
1781 </accessoryaction>
\r
1784 <name>TestWeaponPosition</name>
\r
1785 <armslevel>10</armslevel>
\r
1786 <maximumnumber>0</maximumnumber>
\r
1787 <description>Test Accessory for WeaponPosition</description>
\r
1788 <icon>bmissile.bmp</icon>
\r
1789 <startingnumber>-1</startingnumber>
\r
1790 <activationsound>shoot/small.wav</activationsound>
\r
1791 <accessoryaction type='WeaponPosition'>
\r
1792 <position><a>128</a><b>128</b><c>66</c></position>
\r
1793 <positionoffset><a>33</a><b>33</b><c>33</c></positionoffset>
\r
1794 <!-- onground>true</onground -->
\r
1795 <aimedweapon type='WeaponReference'>
\r
1796 <weapon>Smoke Tracer</weapon>
\r
1798 </accessoryaction>
\r
1801 <name>TestNumberParser</name>
\r
1802 <armslevel>10</armslevel>
\r
1803 <description>Test accessory for the NumberParser class.</description>
\r
1804 <icon>bmissile.bmp</icon>
\r
1805 <maximumnumber>0</maximumnumber>
\r
1806 <startingnumber>-1</startingnumber>
\r
1807 <activationsound>shoot/small.wav</activationsound>
\r
1808 <accessoryaction type='WeaponRepeat'>
\r
1809 <repeat>10</repeat>
\r
1810 <delay>0.255555</delay>
\r
1811 <repeatweapon type="WeaponRedirect">
\r
1812 <habs>false</habs>
\r
1813 <vabs>false</vabs>
\r
1814 <!-- DISTRIBUTION will randomly pick from the list of values -->
\r
1815 <hredirect>DISTRIBUTION(1,5,10.1,20,40,80,160)</hredirect>
\r
1816 <!-- RANGE(x,y,z) will pick a random value from x to y, with an optional step of z -->
\r
1817 <vredirect>RANGE(0,90,10)</vredirect>
\r
1818 <nextaction type="WeaponReference">
\r
1819 <weapon>Smoke Tracer</weapon>
\r
1822 </accessoryaction>
\r
1825 <name>BoidsLaser</name>
\r
1826 <maximumnumber>0</maximumnumber>
\r
1827 <accessoryaction type='WeaponGroupSelect'>
\r
1828 <groupname>boids-gulls</groupname>
\r
1829 <nextaction type="WeaponReference">
\r
1830 <weapon>Laser</weapon>
\r
1832 </accessoryaction>
\r