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accessories.xml from Scorched 3D at Krugle


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<accessories>
	<accessory>
		<name>Parachute</name>
		<armslevel>7</armslevel>
		<description>Deployed when the tank falls.  
Prevents the tank from taking falling damage.
Parachutes must be enbabled before they are
effective.</description>
		<icon>para.bmp</icon>
		<activationsound>misc/para.wav</activationsound>
		<bundlesize>8</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='Parachute'>
		<!--<slowforce><a>0.0</a><b>0.0</b><c>3.0</c></slowforce>-->
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Battery</name>
		<armslevel>7</armslevel>
		<description>Used to re-charge tank life.
Giving more health and longer shots.</description>
		<icon>battery.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<accessoryaction type='Battery'></accessoryaction>
	</accessory>
	<accessory>
		<name>Fuel</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to move.
When it is the players turn the tank may choose 
to move rather than fire.  Maximum range is 50.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>40</bundlesize>
		<cost>6000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMoveTank'>
				<steptime>0.05</steptime>
				<maximumrange>50</maximumrange>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>fuel</positionselection>
		<group>fuel</group>
		<tabgroup>defense</tabgroup>
	</accessory>
	<accessory>
		<name>Rocket Fuel</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to move very fast.
When it is the players turn the tank may choose 
to move rather than fire.  Maximum range is 75.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>30</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMoveTank'>
				<steptime>0.025</steptime>
				<maximumrange>75</maximumrange>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>fuel</positionselection>
		<group>fuel</group>
		<tabgroup>defense</tabgroup>
	</accessory>
	<accessory>
		<name>Shield</name>
		<armslevel>8</armslevel>
		<description>A small defensive shield that protects 
the tank from small amounts of damage. 
Shields must be activated before they 
work.</description>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>3.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Shield</name>
		<armslevel>7</armslevel>
		<description>A large defensive shield that protects
the tank.  Shields must be activated before they 
work.</description>
		<icon>hshield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>25000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>6.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>15</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Force Shield</name>
		<armslevel>6</armslevel>
		<description>A shield that deflects direct hits and
protects the tank from damage. Shields must 
be activated before they work.</description>
		<icon>fshield.bmp</icon>
		<activationsound>shield/activateforce.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>30000</cost>
		<accessoryaction type='ShieldRoundReflective'>
			<radius>5.0</radius>
			<halfshield>false</halfshield>
			<deflectfactor>1.0</deflectfactor>
			<color>
				<r>0.5</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mag Deflect</name>
		<armslevel>8</armslevel>
		<description>A small reflective shield that protects
the tank from small amounts of damage. 
Mag shields reflect any shots that hit
them in a small area above the tank.
Shields must be activated before they work.</description>
		<icon>mag.bmp</icon>
		<activationsound>shield/activmag.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='ShieldRoundMag'>
			<radius>3.0</radius>
			<halfshield>true</halfshield>
			<deflectpower>50</deflectpower>
			<color>
				<r>0.0</r>
				<g>1.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>4</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Mag</name>
		<armslevel>6</armslevel>
		<description>A large reflective shield that protects
the tank from small amounts of damage.
Reflects shots away in a wide area 
above the tank.  Shields must be 
activated before they work.</description>
		<icon>smag.bmp</icon>
		<activationsound>shield/activmag.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='ShieldRoundMag'>
			<radius>6.0</radius>
			<halfshield>true</halfshield>
			<deflectpower>100</deflectpower>
			<color>
				<r>1.0</r>
				<g>0.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>3</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Auto Defense</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to raise shields and 
activate parachutes before the tanks 
main move.</description>
		<icon>autod.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<maximumnumber>1</maximumnumber>
		<accessoryaction type='AutoDefense'></accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes 
into two streams of flame. Any tanks
near the flames will loose life.</description>
		<icon>napalm.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<napalmtime>8.0</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>2</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
				<allowunderwater>false</allowunderwater>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hot Napalm</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes 
into three very hot streams of flame. 
Any tanks near the flames will loose life.</description>
		<icon>hnapalm.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<napalmtime>8.0</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>2.0</hurtpersecond>
				<numberstreams>3</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
				<allowunderwater>false</allowunderwater>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs. These 
bombs roll downhill exploding on 
contact with any tank.</description>
		<icon>broller.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>RANGE(7,9)</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<!--<maintainvelocity>true</maintainvelocity>-->
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/small.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs.  These
bombs roll downhill exploding on contact 
with any tank.</description>
		<icon>roller.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>RANGE(7,9)</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>7.5</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs.  These
bombs roll downhill exploding on contact 
with any tank.</description>
		<icon>hroller.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>7500</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>6</numberrollers>
				<time>RANGE(7,9)</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>12</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/large.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Missile</name>
		<armslevel>10</armslevel>
		<description>A small explosive projectile weapon</description>
		<icon>bmissile.bmp</icon>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<spinspeed>1.0</spinspeed>
			<!--<thrusttime>4.0</thrusttime>
			<thrustamount>1.0</thrustamount>-->
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>4</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/small.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Missile</name>
		<armslevel>9</armslevel>
		<description>A mid-size explosive projectile weapon</description>
		<icon>missile.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>1875</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.75</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>6</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/medium.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Nuke</name>
		<armslevel>6</armslevel>
		<description>A large explosive projectile weapon</description>
		<icon>bnuke.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>littleboy/littleboy.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>littleboy/littleboy.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>11</size>
				<explosionshake>2.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/large.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Nuke</name>
		<armslevel>4</armslevel>
		<description>A very large explosive projectile weapon</description>
		<icon>nuke.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='MilkShape'>fatman/fatman.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>18</size>
				<createmushroomamount>1.0</createmushroomamount>
				<minlife>0.5</minlife>
				<maxlife>1.5</maxlife>
				<explosionshake>4.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/xlarge.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Clod</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes making 
a small mound of earth. The explosion 
does not  harm tanks but can be used 
to cover them.</description>
		<icon>dclod.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<modelscale>0.6</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<projectilescale>0.6</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<deform>up</deform>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Ball</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes making
a medium mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>dball.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<modelscale>0.8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<projectilescale>0.8</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>10</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Ton Of Dirt</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes making
a large mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>tdirt.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>18</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Charge</name><armslevel>7</armslevel>
		<description>A projectile weapon that throws many
small dirt clods in all directions.</description>
		<icon>dcharge.bmp</icon>
		<bundlesize>3</bundlesize><cost>5000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform><size>4</size>
					<explosionsound>explosions/gloop.wav</explosionsound>
					<explosiontexture>exp03</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>5</nowarheads>
					<percentagemiss>1</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>50</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<nocreateflame/><nocreatesmoke/>
						<timedcollision>0.6</timedcollision>
						<projectilescale>0.8</projectilescale>
						<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<hurtamount>0</hurtamount>
								<deform>down</deform>
								<size>3</size>
								<explosionsound>explosions/gloop.wav</explosionsound>
								<explosiontexture>exp03</explosiontexture>
								<nocreatedebris/>
							</subweapon1>
							<subweapon2 type='WeaponAimedOver'>
								<nowarheads>3</nowarheads>
								<percentagemiss>1</percentagemiss>
								<maxaimdistance>0</maxaimdistance>
								<inaccuracy>20</inaccuracy>
								<aimedweapon type='WeaponProjectile'>
									<nocreateflame/>
									<nocreatesmoke/>
									<timedcollision>0.8</timedcollision>
									<projectilescale>0.6</projectilescale>
									<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
									<collisionaction type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<hurtamount>0</hurtamount>
											<deform>down</deform>
											<size>3</size>
											<explosionsound>explosions/gloop.wav</explosionsound>
											<explosiontexture>exp03</explosiontexture>
											<nocreatedebris/>
										</subweapon1>
										<subweapon2 type='WeaponAimedOver'>
											<nowarheads>2</nowarheads>
											<percentagemiss>5</percentagemiss>
											<maxaimdistance>0</maxaimdistance>
											<inaccuracy>50</inaccuracy>
											<aimedweapon type='WeaponVelocity'>
											<velocitychange>0.85</velocitychange>
											<aimedweapon type='WeaponProjectile'>
												<nocreateflame/>
												<nocreatesmoke/>
												<timedcollision>0.8</timedcollision>
												<projectilescale>0.5</projectilescale>
												<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
												<collisionaction type='WeaponMulti'>
													<subweapon1 type='WeaponExplosion'>
														<hurtamount>0</hurtamount>
														<deform>down</deform>
														<size>2</size>
														<explosionsound>explosions/gloop.wav</explosionsound>
														<explosiontexture>exp03</explosiontexture>
														<nocreatedebris/>
													</subweapon1>
													<subweapon2 type='WeaponAimedOver'>
														<nowarheads>2</nowarheads>
														<percentagemiss>5</percentagemiss>
														<maxaimdistance>0</maxaimdistance>
														<inaccuracy>20</inaccuracy>
														<aimedweapon type='WeaponVelocity'>
														    <velocitychange>0.7</velocitychange>
															<aimedweapon type='WeaponProjectile'>
															<nocreateflame/>
															<nocreatesmoke/>
															<projectilescale>0.5</projectilescale>
															<shieldhurtfactor>0.5</shieldhurtfactor>
															<projectilemodel type='ase'>
																<mesh>roller.ase</mesh><skin>white.bmp</skin>
																 </projectilemodel>
																<collisionaction type='WeaponExplosion'>
																	<hurtamount>0</hurtamount>
																	<deform>up</deform><size>3.0</size>
																	<explosionsound>explosions/gloop.wav</explosionsound>
																	<explosiontexture>exp03</explosiontexture>
																	<nocreatedebris/>
																</collisionaction>
			                                            	</aimedweapon>
			                                            </aimedweapon>	
													</subweapon2>
												</collisionaction>
											</aimedweapon>
											</aimedweapon>
										</subweapon2>
									</collisionaction>
								</aimedweapon>
							</subweapon2>	
						</collisionaction>
					</aimedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Bomb</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes removing
a small amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>rbomb.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hvy Riot Bomb</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes removing
a large amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>hrbomb.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>4750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>12</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Charge</name>
		<armslevel>8</armslevel>
		<description>Riot Charges destroy a wedge-shaped section of
dirt from around your turret.  This weapon's
primary use is to unbury yourself when you get
covered with dirt.</description>
		<icon>rcharge.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>2000</cost>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>down</deform>
					<size>2</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<size>5</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>down</deform>
								<size>6</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Blast</name>
		<armslevel>7</armslevel>
		<description>Riot Blasts are a larger version of the Riot
Charge.  The destroy a wider angle of dirt, and
the thickness of the wedge destroyed is also greater.</description>
		<icon>rblast.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<size>7</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>down</deform>
								<size>10</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Leap Frog</name>
		<armslevel>7</armslevel>
		<description>An explosive projectile weapon.  When the 
warhead explodes it creates other
small warheads that continue in the 
same direction as the original.</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<explosiontexture>exp01</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponLeapFrog'>
					<bounce>0.6</bounce>
					<collisionaction type='WeaponProjectile'>
						<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<hurtamount>1.0</hurtamount>
								<deform>down</deform>
								<size>7</size>
								<explosiontexture>exp01</explosiontexture>
								<explosionsound>explosions/medium.wav</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponLeapFrog'>
								<bounce>0.6</bounce>
								<collisionaction type='WeaponProjectile'>
									<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>6</size>
										<explosiontexture>exp01</explosiontexture>
										<explosionsound>explosions/medium.wav</explosionsound>
									</collisionaction>
								</collisionaction>
							</subweapon2>
						</collisionaction>
					</collisionaction>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Digger</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
creating a few underground 
tank-seeking riot bombs.</description>
		<icon>bdigger.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>3</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Digger</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes 
creating several underground 
tank-seeking riot bombs.</description>
		<icon>digger.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>2500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Digger</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that explodes 
creating many underground 
tank-seeking riot bombs.</description>
		<icon>hdigger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6750</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>10</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>2</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Sandhog</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes creating
some small burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>bshog.bmp</icon>
		<bundlesize>7</bundlesize>
		<cost>14000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>2</nowarheads>
				<inaccuracy>30</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.5</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Sandhog</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes
creating some burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>shog.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Sandhog</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes
creating many burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>hshog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>25000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>16</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>10</percentagemiss>
				<maxaimdistance>120</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>2</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on 
reaching its highest point releases 
several small warheads. These warheads 
fan out in a straight line from the 
direction of the firer.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>clusterbomb.ase</mesh>
			<skin>white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>clusterbomb.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>0.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spread MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on reaching
its highest point releases several 
small warheads. These warheads fan out 
in a random direction.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>4</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>clusterbomb.ase</mesh>
			<skin>white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>clusterbomb.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Death's Head</name>
		<armslevel>2</armslevel>
		<description>A projectile weapon that on
reaching its highest point releases 
many large warheads. These warheads fan 
out in a random direction.</description>
		<icon>dhead.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>5</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>20</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>18</size>
						<createmushroomamount>0.2</createmushroomamount>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Funky Bomb</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on 
exploding releases many small 
missiles that automatically 
target nearby tanks.</description>
		<icon>fbomb.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<multicolor></multicolor>
					<deform>down</deform>
					<size>10</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp02</explosiontexture>
					<explosionshake>1.0</explosionshake>
				</subweapon1>			
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>12</nowarheads>
					<percentagemiss>12</percentagemiss>
					<maxaimdistance>RANGE(40,55)</maxaimdistance>
					<inaccuracy>12</inaccuracy>
						<aimedweapon type='WeaponDelay'>
							<delay>RANGE(0.4,8)</delay>
							<delayedweapon type='WeaponVelocity'>
							<velocitychange>RANGE(0.8,1.05)</velocitychange>
							<aimedweapon type='WeaponProjectile'>
							<shieldhurtfactor>0.85</shieldhurtfactor>
							<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
								<collisionaction type='WeaponRandomChoice'>
									<weaponchoice1>
										<weight>6</weight>
										<weapon type='WeaponExplosion'>
										<hurtamount>0.85</hurtamount>
										<multicolor></multicolor>
										<minlife>1.2</minlife>
										<maxlife>2</maxlife>
										<deform>down</deform>
										<size>4</size>
										<explosionsound>explosions/small.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
										</weapon>
									</weaponchoice1>
									<weaponchoice2>
										<weight>6</weight>
										<weapon type='WeaponExplosion'>
										<hurtamount>0.85</hurtamount>
										<multicolor></multicolor>
										<minlife>1.2</minlife>
										<maxlife>2</maxlife>
										<deform>down</deform>
										<size>7</size>
										<explosionsound>explosions/medium.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
										</weapon>
									</weaponchoice2>
									<weaponchoice3>
										<weight>6</weight>
										<weapon type='WeaponExplosion'>
										<hurtamount>0.85</hurtamount>
										<multicolor></multicolor>
										<minlife>1.2</minlife>
										<maxlife>2</maxlife>
										<deform>down</deform>
										<size>9</size>
										<explosionsound>explosions/large.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
										</weapon>
									</weaponchoice3>
									<weaponchoice4>
										<weight>6</weight>
										<weapon type='WeaponExplosion'>
										<hurtamount>0.85</hurtamount>
										<multicolor></multicolor>
										<minlife>1.2</minlife>
										<maxlife>2</maxlife>
										<deform>down</deform>
										<size>12</size>
										<explosionsound>explosions/large.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
										</weapon>
									</weaponchoice4>
								</collisionaction>
							</aimedweapon>
						</delayedweapon>
					</aimedweapon>
				</subweapon2>		
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tracer</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that 
causes no damage. Can be used to 
determine range without wasting 
other weapons.  Leaves a marker at the 
final position.</description>
		<icon>tracer.bmp</icon>
		<bundlesize>20</bundlesize>
		<cost>10</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Smoke Tracer</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that
causes no damage.  Can be used to 
determine range without wasting 
other weapons.  Leaves a colored 
trace of the shot path.</description>
		<icon>stracer.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<showshotpath></showshotpath>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>WeaponMuzzle</name>
		<armslevel>0</armslevel>
		<description>The muzzle flash for guns</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMuzzle'>
			<hurtamount>0.0</hurtamount>
			<nocreatedebris></nocreatedebris>
			<nocreatesplash></nocreatesplash>
			<deform>none</deform>
			<size>2</size>
			<explosiontexture>default</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>DriveOverDestroy</name>
		<armslevel>0</armslevel>
		<description>The explosion seen when tanks drive over objects</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponExplosion'>
			<hurtamount>0.0</hurtamount>
			<nocreatedebris></nocreatedebris>
			<nocreatesplash></nocreatesplash>
			<deform>none</deform>
			<size>1</size>
			<noluminance></noluminance>
			<explosiontexture>smoke</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type="WeaponCenterPosition">
			<height>150</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>90</scatterpercentage>
				<aimedweapon type="WeaponScatterDirection">
					<direction><A>0</A><B>0</B><C>-1</C></direction>
					<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
					<aimedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSound'>
							<sound>data/wav/misc/thunder.wav</sound>
							<sound>data/wav/misc/thunder2.wav</sound>
							<sound>data/wav/misc/thunder3.wav</sound>
							<relative>true</relative>
						</subweapon1>
						<subweapon2 type='WeaponDelay'>
							<delay>0.5</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponSkyFlash'></subweapon1>
								<subweapon2 type='WeaponLightning'>
									<conelength>190</conelength>
									<seglength>6</seglength>
									<segvar>12</segvar>
									<size>4</size>
									<sizevar>-1</sizevar>
									<minsize>0.1</minsize>
									<splitprob>0.1</splitprob>
									<splitvar>0.03</splitvar>
									<deathprob>0.03</deathprob>
									<derivangle>0.5</derivangle>
									<anglevar>0.94</anglevar>
									<totaltime>1</totaltime>
									<seghurt>0</seghurt>
									<seghurtradius>0</seghurtradius>
									<sound>none</sound>
								</subweapon2>
							</delayedweapon>
						</subweapon2>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type="WeaponCenterPosition">
			<height>150</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>90</scatterpercentage>
				<aimedweapon type="WeaponScatterDirection">
					<direction><A>0</A><B>0</B><C>-1</C></direction>
					<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
					<aimedweapon type='WeaponAimedOver'>
						<nowarheads>5</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>0</maxaimdistance>
						<inaccuracy>10</inaccuracy>
						<aimedweapon type='WeaponProjectile'>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>magma.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<deform>none</deform>
								<size>4</size>
								<explosionsound>explosions/small.wav</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</collisionaction>
						</aimedweapon>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Laser</name>
		<armslevel>10</armslevel>
		<bundlesize>4</bundlesize>
		<icon>laser.bmp</icon>
		<model type="MilkShape">laser/laser.txt</model>
		<description>Fires a laser that cuts through hills 
and shields damaging the tank directly.</description>
		<cost>8000</cost>
		<activationsound>shoot/laser1.wav</activationsound>
		<nomuzzleflash/>
		<accessoryaction type='WeaponLaser'>
			<totaltime>1</totaltime>
			<minimumdistance>10</minimumdistance>
			<maximumdistance>200</maximumdistance>
			<minimumhurt>34</minimumhurt>
			<maximumhurt>40</maximumhurt>
			<hurtradius>2</hurtradius>
			<color>
				<A>1.0</A>
				<B>0.0</B>
				<C>0.0</C>
			</color>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Laser</name>
		<armslevel>6</armslevel>
		<bundlesize>2</bundlesize>
		<icon>hlaser.bmp</icon>
		<model type="MilkShape">laser/hlaser.txt</model>
		<description>Fires a powerful laser that cuts through hills 
and shields damaging the tank directly.</description>
		<cost>10000</cost>
		<activationsound>shoot/laser1.wav</activationsound>
		<nomuzzleflash/>
		<accessoryaction type='WeaponLaser'>
			<totaltime>1</totaltime>
			<minimumdistance>10</minimumdistance>
			<maximumdistance>200</maximumdistance>
			<minimumhurt>60</minimumhurt>
			<maximumhurt>70</maximumhurt>
			<hurtradius>2</hurtradius>
			<color>
				<A>0.0</A>
				<B>0.0</B>
				<C>1.0</C>
			</color>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Teleport</name>
		<armslevel>6</armslevel>
		<description>A teleport moves you to a random location on the map.</description>
		<icon>teleport.bmp</icon>
		<activationsound>none</activationsound>
		<bundlesize>1</bundlesize>
		<model type="MilkShape">teleport/teleport.txt</model>
		<nomuzzleflash/>
		<cost>15000</cost>
		<accessoryaction type="WeaponCenterPosition">
			<height>0</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>true</landheight>
				<landonly>true</landonly>
				<scatterpercentage>90</scatterpercentage>	
				<aimedweapon type='WeaponTeleport'>
					<sound>data/wav/misc/teleport.wav</sound>
					<delay>2.0</delay>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>WeaponDeathAnimation</name>
		<armslevel>0</armslevel>
		<description>The tank explosion weapon</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponAnimation'>
				<animation>ExplosionRingRenderer</animation>
				<data>data/wav/explosions/tank.wav</data>
			</subweapon1>
			<subweapon2 type='WeaponRandomChoice'>
				<weaponchoice1>
					<weight>60</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Baby Nuke</invoke>
					</weapon>
				</weaponchoice1>
				<weaponchoice2>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Nuke</invoke>
					</weapon>
				</weaponchoice2>
				<weaponchoice3>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Ton Of Dirt</invoke>
					</weapon>
				</weaponchoice3>
				<weaponchoice4>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Hvy Riot Bomb</invoke>
					</weapon>
				</weaponchoice4>
				<weaponchoice5>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Funky Bomb</invoke>
					</weapon>
				</weaponchoice5>
				<weaponchoice6>
					<weight>10</weight>
					<weapon type='WeaponAnimation'>
						<animation>ExplosionLaserBeamRenderer</animation>
						<data>data/wav/misc/laserdeath.wav</data>
					</weapon>
				</weaponchoice6>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Teleport Position</name>
		<armslevel>6</armslevel>
		<description>A projectile that teleports you to the location of impact.</description>
		<icon>teleport.bmp</icon>
		<activationsound>shoot/small.wav</activationsound>
		<bundlesize>1</bundlesize>
		<modelscale>0.5</modelscale>
		<cost>20000</cost>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<spinspeed>1.0</spinspeed>
			<collisionaction type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</collisionaction>
		</accessoryaction>
	</accessory>
	
	
	
	
	<accessory>
		<name>TreeExplode</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<description>A test weapon for testing trees exploding!</description>
		<icon>missile.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>1875</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponExplosion'>
			<hurtamount>0.0</hurtamount>
			<deform>none</deform>
			<size>6</size>
			<explosiontexture>exp00</explosiontexture>
			<explosionsound>explosions/medium.wav</explosionsound>
		</accessoryaction>
	</accessory>	
	<accessory>
		<name>TestPowerUpWeapon</name>
		<aionly>true</aionly>
		<accessoryaction type='WeaponGivePower'>
			<power>2000</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>TestShield</name>
		<aionly>true</aionly>
		<accessoryaction type='ShieldRound'>
			<radius>8.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>1000</power>
			<laserproof>true</laserproof>
			<movementproof>true</movementproof>
		</accessoryaction>
	</accessory>	
	<accessory>
		<name>TestPowerUp</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<description>A test powerup</description>
		<accessoryaction type="WeaponRepeat">
			<repeat>10</repeat>
			<repeatweapon type="WeaponCenterPosition">
				<height>150</height>
				<nextaction type="WeaponScatterPosition">
					<landheight>false</landheight>
					<landonly>true</landonly>
					<scatterpercentage>75</scatterpercentage>
					<aimedweapon type='WeaponAddTarget'>
						<name>Bannana</name>
						<model type="MilkShape">banana/banana.txt</model>
						<modelscale>0.01</modelscale>
						<shield>Shield</shield>
						<parachute>Parachute</parachute>
						<removeaction>TestPowerUpWeapon</removeaction>
					</aimedweapon>
				</nextaction>
			</repeatweapon>
		</accessoryaction>
	</accessory>



	<accessory>
		<name>Test Puncture</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponLabel'>
			<label>label1</label>
			<nextweapon type='WeaponProjectile'>
				<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
				<collisionaction type='WeaponMulti'>
					<subweapon1 type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>8</size>
						<explosiontexture>exp01</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</subweapon1>
					<subweapon2 type='WeaponGotoLabel'>
						<label>label1</label>
						<count>10</count>
					</subweapon2>
				</collisionaction>
			</nextweapon>
		</accessoryaction>
	</accessory>


	<accessory>
		<name>Test Leap Frog</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponLabel'>
			<label>label1</label>
			<nextweapon type='WeaponProjectile'>
				<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
				<collisionaction type='WeaponMulti'>
					<subweapon1 type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>8</size>
						<explosiontexture>exp01</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</subweapon1>
					<subweapon2 type='WeaponLeapFrog'>
						<bounce>0.4</bounce>
						<collisionaction type='WeaponGotoLabel'>
							<label>label1</label>
							<count>10</count>
						</collisionaction>
					</subweapon2>
				</collisionaction>
			</nextweapon>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>Teleport Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<model type="MilkShape">teleport/teleport.txt</model>
		<nomuzzleflash/>
		<cost>15000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</aimedweapon>
		</accessoryaction>
		<positionselection>limit</positionselection>
		<positionselectionlimit>40</positionselectionlimit>
	</accessory>
	
	
	<accessory>
		<name>Team Action Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<cost>15000</cost>
		<accessoryaction type='WeaponTeamAction'>
			<team0 type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</team0>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>Type Action Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<cost>15000</cost>
		<accessoryaction type='WeaponTypeAction'>
			<none type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</none>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>GroupWin</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveWin'>
			<objective>Destroyed group bob</objective>
			<winningteam>1</winningteam>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>TestSquareShield</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>8</armslevel>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='ShieldSquareReflective'>
			<movementproof>true</movementproof>
			<deflectfactor>1.0</deflectfactor>
			<size>
				<a>3.0</a>
				<b>3.0</b>
				<c>3.0</c>
			</size>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
        <accessory>
                <name>TestWeaponPosition</name>
                <armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
                <description>Test Accessory for WeaponPosition</description>
                <icon>bmissile.bmp</icon>
                <startingnumber>-1</startingnumber>
                <activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponPosition'>
			<position><a>128</a><b>128</b><c>66</c></position>
			<positionoffset><a>33</a><b>33</b><c>33</c></positionoffset>
			<!-- onground>true</onground -->
                        <aimedweapon type='WeaponReference'>
				<weapon>Smoke Tracer</weapon>
			</aimedweapon>
		</accessoryaction>
	</accessory>
        <accessory>
                <name>TestNumberParser</name>
                <armslevel>10</armslevel>
                <description>Test accessory for the NumberParser class.</description>
                <icon>bmissile.bmp</icon>
		<maximumnumber>0</maximumnumber>
                <startingnumber>-1</startingnumber>
                <activationsound>shoot/small.wav</activationsound>
                <accessoryaction type='WeaponRepeat'>
                        <repeat>10</repeat>
                        <delay>0.255555</delay>
                        <repeatweapon type="WeaponRedirect">
                                <habs>false</habs>
                                <vabs>false</vabs>
                                <!-- DISTRIBUTION will randomly pick from the list of values -->
                                <hredirect>DISTRIBUTION(1,5,10.1,20,40,80,160)</hredirect>
                                <!-- RANGE(x,y,z) will pick a random value from x to y, with an optional step of z -->
                                <vredirect>RANGE(0,90,10)</vredirect>
                                <nextaction type="WeaponReference">
                                        <weapon>Smoke Tracer</weapon>
                                </nextaction>
                        </repeatweapon>
                </accessoryaction>
        </accessory>
	<accessory>
		<name>BoidsLaser</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGroupSelect'>
			<groupname>boids-gulls</groupname>
			<nextaction type="WeaponReference">
				<weapon>Laser</weapon>
			</nextaction>			
		</accessoryaction>
	</accessory>
</accessories>




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  accessories/
    banana/
      banana.txt
      bantex.bmp
    barrage/
      barrage.txt
      gradient.bmp
      white.bmp
      yellow.bmp
    beer_bottle/
      bottle.bmp
      bottle.txt
    bomb/
      black.bmp
      bomb.txt
      white.bmp
    bomblet/
      bomblet.txt
      yellow.bmp
    bouncingbetty/
      black.bmp
      bouncingbetty.txt
    digger/
      black.bmp
      digger.txt
      swirl.bmp
    dirt/
      camo.bmp
      dirt.txt
    fatman/
      black.bmp
      fatman.txt
    hawkmissile/
      gradient.bmp
      hawk.txt
      white.bmp
      yellow.bmp
    herring/
      body.bmp
      eyes.bmp
      herring.txt
    icbm/
      black.bmp
      gradient.bmp
      icbm.txt
      white.bmp
      yellow.bmp
    laser/
      about.txt
      alpha2.bmp
      blue128.bmp
      hlaser.txt
      laser.txt
      red128.bmp
    littleboy/
      black.bmp
      littleboy.txt
    m48/
      gradient.bmp
      m48.txt
      white.bmp
      yellow.bmp
    mirvwarhead/
      black.bmp
      mirvwarhead.txt
    napalm/
      body.bmp
      napalm.txt
    palmtree/
      black.bmp
      burntpalm.txt
      burntpalm2.txt
      green.bmp
      palm.txt
      palm2.txt
      tan.bmp
    patriot/
      gradient.bmp
      patriot.txt
      white.bmp
      yellow.bmp
    pinguins/
      2pinguins.txt
      birdmat.bmp
      pinguin1.txt
      pinguin2.txt
    pwrcrate/
      pwrcrate.bmp
      pwrcrate.txt
    riot/
      base.bmp
      body.bmp
      riot.txt
    roller/
      roller.bmp
      roller.txt
    sa6/
      gradient.bmp
      sa6.txt
      white.bmp
      yellow.bmp
    shack/
      roof.bmp
      shack.bmp
      shack.txt
      window.bmp
    shell/
      black.bmp
      shell.txt
    smallpine/
      black.bmp
      burntsmallpine.txt
      green.bmp
      smallpine.txt
      smallpine2.txt
      smallpine3.txt
      tan.bmp
      wintergreen.bmp
      wintersmallpine.txt
      wintersmallpine2.txt
      wintersmallpine3.txt
    sonicring/
      sonicring.bmp
      sonicring.txt
    teleport/
      base.bmp
      detail.bmp
      teleport.txt
    v2missile/
      black.bmp
      checker.bmp
      gradient.bmp
      v2missile.txt
      yellow.bmp
    clusterbomb.ase
    clusterbomb2.ase
    default.ase
    default.bmp
    flare.txt
    magma.bmp
    roller.ase
    white.bmp
  avatars/
    agreement.txt
    animal.png
    baby.png
    bavia.png
    computer.png
    daisy.png
    fish.png
    flower.png
    floyd.png
    heart.png
    lips.png
    mxpx.png
    pint.png
    player.png
    prot.png
    termin.png
    vader.png
    web.png
    yoda.png
  fonts/
    VERA-COPYRIGHT.TXT
    test.ttf
    testout.ttf
    vera.ttf
    veramobd.ttf
  globalmods/
    apoc/
    globalmods.txt
  html/
    server/
  landscapes/
    ambientsoundjet.xml
    ambientsoundjungle.xml
    ambientsoundlava.xml
    ambientsoundnight.xml
    ambientsoundrain.xml
    ambientsoundtrees.xml
    ambientsoundwaves.xml
    ascencion-pic.bmp
    ascencion.bmp
    boidsah64.xml
    boidsbats.xml
    boidsf16.xml
    boidsf18.xml
    boidsgulls.xml
    boidsparrot.xml
    canyon-pic.bmp
    canyon.bmp
    cavern-pic.bmp
    defnascencion.xml
  meshes/
  shaders/
  talk/
  tanks/
  textures/
  wav/
  windows/
  accessories.xml
  ainames.txt
  autoexec.xml
  custominfo.xml
  fastestdisplay.xml
  keys.xml
  landscapes.xml
  modinfo.xml
  mysql.xml
  playernames.txt
  prunetables.sql
  random.no
  safedisplay.xml
  server.xml
  singlecustom.xml
  singleeasy.xml
  singlehard.xml
  singlenormal.xml
  singletarget.xml
  singletutorial.xml
  ssdisplay.xml
  ssgame.xml
  statstables.sql
  tankais.xml
  tankaiweaponsets.xml
  tanks.xml
  tanktypes.xml
  textureset.xml
  tips.txt
  tutorial.xml
  windows.xml