Show accessories.xml syntax highlighted
<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