| Let's see what we have to set up in the powerup's .gam A powerup is a type of Generic Object. It's not a weapon. When a player picks it up (collides with it) the weapon it represents becomes available and, if applicable, ammo is added to the player's payload. To get an idea we'll look at the .gam page for the vauss. |
![]() |
Generic Object:
The Object name
Type: powerup, robot, or clutter? File Name: The main oof. fully detailed- as seen close up (required) Medium file name: The oof seen from a medium distance (optional) Low file name: The oof seen from a far distance (optional) Ammo Count: Amount of ammo added to payload Module name: the D3 script that controls it's behavior (don't touch) Medium LOD distance: the distance
from the powerup that D3 uses the Medium file oof instead of the
File .oof
|
| If you open the vauss .gam page you'll see that there is much more
to the page. The portion shown above is all you need to address.
Some people feel to make the powerup rotate you need to set up the physics
block. Not true. Powerups rotate by assigning the $rotate
property to the .oof itself.
Above you see the .gam specifying 3 different .oofs. To maximize game perform Outrage figures you can't see a certain level of detail from a distance so why make the game draw it. When you're up close you see the fully detailed .oof. Based on the Medium LOD distance shown above once your between 30 and 60 units away from the powerup D3 shows you the Medium detailed .oof. If you're 60 units or more away, D3 shows you the LOW detailed .oof. You could use only 1 .oof and leave Medium and Low file name blank. On to the Weapon.Gam |