Weapon Variables: Difference between revisions

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<TD>AreaOfEffect</TD>
<TD>AreaOfEffect</TD>
<TD>Areau around a hit affected by a weapon.</TD>
<TD>How large the weapon's impact explosion is.</TD>
<TD></TD>
<TD></TD>
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<TD>Balistic</TD>
<TD>Ballistic</TD>
<TD>The weapon will move in a parabola from where it is fired to the point of impact.  As far as I know, it is misspelled in the source code.</TD>
<TD>Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. See LineOfSight.</TD>
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<TD>Dropped</TD>
<TD>Dropped</TD>
<TD></TD>
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<TD>EdgeEffectiveness</TD>
<TD>Determins how much of a weapon's damage is done at the very outer edge of its areaofeffect radius (in decimels, ie, =1 and the damage will be the same as in the middle, .1 and the damage will be only 10% of the weapon's default damage). </TD>
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<TD>LineOfSight</TD>
<TD>LineOfSight</TD>
<TD>Does it require LoS to fire.</TD>
<TD>Set to 1 for weapons that ignore gravity and travel in a straight line, such as lasers. (See Ballistic)</TD>
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<TD>Model</TD>
<TD>Model</TD>
<TD>The model for the projectile</TD>
<TD>The 3do or 3so filename model for the projectile (ie SuperRocket.3do)</TD>
<TD></TD>
<TD></TD>
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<TD>MovingAccuracy</TD>
<TD>MovingAccuracy</TD>
<TD></TD>
<TD>A weapon's accuracy while moving.</TD>
<TD></TD>
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<TD>StartVelocity</TD>
<TD>StartVelocity</TD>
<TD></TD>
<TD>The starting speed of the weapon as it is fired</TD>
<TD></TD>
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<TD>Turret</TD>
<TD>Turret</TD>
<TD></TD>
<TD>Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing (ie aircraft weapons)</TD>
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<TD>VLaunch</TD>
<TD>VLaunch</TD>
<TD>Does it fire upwards and then go after it's target. I.E. Krogoth rockets.</TD>
<TD>Set to 1 to launch rockets vertically, ie Krogoth, Diplomat etc rockets</TD>
<TD></TD>
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<TD>WeaponAcceleration</TD>
<TD>WeaponAcceleration</TD>
<TD></TD>
<TD>Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.</TD>
<TD></TD>
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<TD>WeaponVelocity</TD>
<TD>WeaponVelocity</TD>
<TD></TD>
<TD>The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity (see WeaponAcceleration)</TD>
<TD></TD>
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Revision as of 01:20, 13 September 2006

Weapon Variable Descriptions


Variable Description Examples
Accuracy How inaccurate a weapon is.
AreaOfEffect How large the weapon's impact explosion is.
Ballistic Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. See LineOfSight.
BeamLaser
BeamTime* How long to fire the laser before waiting for ReloadTime to start.
BeamWeapon
BurnBlow The weapon blows up at the end of its range
Burst How many shots are in a burst.
BurstRate How fast the Burst fires.
Color2 Saturation
Color Hue
CommandFire The weapon must be manually activated for each shot.
Coverage The range for anti-weapon weapons, like antinukes.
Dropped
EdgeEffectiveness Determins how much of a weapon's damage is done at the very outer edge of its areaofeffect radius (in decimels, ie, =1 and the damage will be the same as in the middle, .1 and the damage will be only 10% of the weapon's default damage).
EnergyPerShot Energy used per shot.
FireStarter How likely the weapon will set trees on fire.
Guidance
ImpulseFactor
Intensity Alpha of the laser, default is 0.9
Interceptor Can intercept projectiles. I.E. Anti-Nuke
LineOfSight Set to 1 for weapons that ignore gravity and travel in a straight line, such as lasers. (See Ballistic)
MetalPerShot Metal used per shot.
Model The 3do or 3so filename model for the projectile (ie SuperRocket.3do)
MovingAccuracy A weapon's accuracy while moving.
NoExplode
NoSelfDamage Do no damage to self.
Paralyzer Can this weapon paralyze units or not.
PlasmaRepulser
Range The range of the weapon
ReloadTime The amount of time between shots.
Rendertype
RepulseEnergy
RepulseForce
RepulseRange
RepulseSpeed
Selfprop
SmokeTrail Does the projectile leave a smoke trail.
SoundHit The sound made whe the weapon hits.
SoundStart The sound made when the weapon begins to fire.
SoundTrigger
SprayAngle How wide the the angle of a burst from a burst weapon can be.
StartVelocity The starting speed of the weapon as it is fired
Stockpile Is this weapon Stockpiled.
Targetable Can the weapon be targeted by an interceptor?
TargetMoveError
Thickness Thickness of the laser, default is 2.
ToAirWeapon Only target Aircraft.
Tolerance
Tracks Does it track it's targets.
TrajectoryHeight
Turnrate How fast a guided weapon can turn.
Turret Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing (ie aircraft weapons)
TwoPhase
VLaunch Set to 1 to launch rockets vertically, ie Krogoth, Diplomat etc rockets
WaterWeapon
WeaponAcceleration Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.
WeaponTimer
WeaponVelocity The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity (see WeaponAcceleration)
Wobble


If beamtime == 0 it is rounded up to one.