Weapon Variables: Difference between revisions
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<TR> | <TR> | ||
<TD>Accuracy</TD> | <TD>Accuracy</TD> | ||
<TD> | <TD>Amount of accuracy in 64K deg that weapon is good for.</TD> | ||
<TD></TD> | <TD>Accuracy=0-64000; 0 = 100% accuracy</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>AreaOfEffect</TD> | <TD>AreaOfEffect</TD> | ||
<TD> | <TD>The total area that receives damage from the weapon's explosion.</TD> | ||
<TD></TD> | <TD>Nuclear missiles have AreaofEffect=1000 while most lasers have under 10.</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>Ballistic</TD> | <TD>Ballistic</TD> | ||
<TD> | <TD>Weapon is fired according to a ballistic path using gravity.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>BeamLaser</TD> | <TD>BeamLaser</TD> | ||
<TD></TD> | <TD>Weapon is a continuous laser beam (ie NOD's Obelisk of Light)</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>BeamTime*</TD> | <TD>BeamTime*</TD> | ||
<TD>How long | <TD>How long a BeamLaser weapon fires its beam. Note that a BeamLaser with a high Beamtime will deal out its damage evenly over the time the Beam is activated. Default 1.</TD> | ||
<TD></TD> | <TD>Beamtime=3;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>BeamWeapon</TD> | <TD>BeamWeapon</TD> | ||
<TD></TD> | <TD>Weapon is a laser and fires a laser beam.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>BurnBlow</TD> | <TD>BurnBlow</TD> | ||
<TD> | <TD>Weapon will detonate when it comes to the end of its range.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>Burst</TD> | <TD>Burst</TD> | ||
<TD>How many | <TD>How many shells/laser beams etc are fired per shot. Default 1.</TD> | ||
<TD></TD> | <TD>Burst=6; will fire 6 shots.</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>BurstRate</TD> | <TD>BurstRate</TD> | ||
<TD> | <TD>Time between each burst shot (in decimals); the lower the number, the faster the shot is made.</TD> | ||
<TD></TD> | <TD>BurstRate=0.10;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD> | <TD>RGBColor2</TD> | ||
<TD> | <TD>Secondary color of shot, expressed in three decimal numbers for Red, Green and Blue values (see example)</TD> | ||
<TD></TD> | <TD>RGBColor2=1 0 1; would produce a purple-ish color as it combines Red and Blue with no Green.</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD> | <TD>RGBColor</TD> | ||
<TD> | <TD>Main color of shot, expressed in three decimal numbers for Red, Green and Blue values (see example)</TD> | ||
<TD></TD> | <TD>RGBColor=1 1 0; would produce a yellow-ish color as it combines Red and Green with no Blue.</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>CommandFire</TD> | <TD>CommandFire</TD> | ||
<TD> | <TD>This weapon will need to be expressly fired by the user each and every time it is used.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>Coverage</TD> | <TD>Coverage</TD> | ||
<TD>The range for | <TD>The protection umbrella range for weapons that shoot other weapons.</TD> | ||
<TD></TD> | <TD>Coverage=700;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>Dropped</TD> | <TD>Dropped</TD> | ||
<TD></TD> | <TD>Weapon is dropped in order to use it, typically a bomb. Note: Planes with dropped weapons will behave differently than normal planes.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>EdgeEffectiveness</TD> | <TD>EdgeEffectiveness</TD> | ||
<TD> | <TD>The percentage (1.0 = 100%) of the damage that is inflicted at the edge of the area of effect. Used for damage drop-off. Default 1. | ||
<TD></TD> | </TD> | ||
<TD>Edgeeffectiveness=0.1;</TD> | |||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>EnergyPerShot</TD> | <TD>EnergyPerShot</TD> | ||
<TD>Energy | <TD>Energy consumed per shot, default 0.</TD> | ||
<TD></TD> | <TD>EnergyPerShot=10;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>FireStarter</TD> | <TD>FireStarter</TD> | ||
<TD> | <TD>Weapon will cause treefires, expressed as a %, where 100% guarantees a treefire</TD> | ||
<TD></TD> | <TD>FireStarter=100; will always start a treefire if a tree suffers damage from it.</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
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<TR> | <TR> | ||
<TD>Intensity</TD> | <TD>Intensity</TD> | ||
<TD> | <TD>Intensity of of laser's color. Expressed as a decimal - Default 0.9</TD> | ||
<TD></TD> | <TD>Intensity=0.5;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>Interceptor</TD> | <TD>Interceptor</TD> | ||
<TD> | <TD>Weapon can intercept other weapons.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>LineOfSight</TD> | <TD>LineOfSight</TD> | ||
<TD> | <TD>Weapon is fired in a straight line, gravity does not effect path (ie lasers).</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>MetalPerShot</TD> | <TD>MetalPerShot</TD> | ||
<TD>Metal | <TD>Metal consumed per shot. Default 0.</TD> | ||
<TD></TD> | <TD>MetalPerShot=5;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>Model</TD> | <TD>Model</TD> | ||
<TD>The 3do or 3so | <TD>The 3do or 3so model for the projectile.</TD> | ||
<TD></TD> | <TD>Model=SuperMissile.s3o</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>MovingAccuracy</TD> | <TD>MovingAccuracy</TD> | ||
<TD> | <TD>Same as Accuracy, except applicable only when unit is moving.</TD> | ||
<TD></TD> | <TD>Accuracy=0-64000; 0 = 100% accuracy</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>NoExplode</TD> | <TD>NoExplode</TD> | ||
<TD></TD> | <TD>No explosion when weapon impacts target.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>NoSelfDamage</TD> | <TD>NoSelfDamage</TD> | ||
<TD>Do no damage to self.</TD> | <TD>Do no damage to self.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>Paralyzer</TD> | <TD>Paralyzer</TD> | ||
<TD> | <TD>Weapon will stun the enemy for a length of time described in the damage field.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
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<TR> | <TR> | ||
<TD>Range</TD> | <TD>Range</TD> | ||
<TD>The range of the weapon</TD> | <TD>The range of the weapon.</TD> | ||
<TD></TD> | <TD>Range=1000;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>ReloadTime</TD> | <TD>ReloadTime</TD> | ||
<TD>The amount of time between shots | <TD>The amount of time between shots in seconds</TD> | ||
<TD></TD> | <TD>ReloadTime=3;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
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<TR> | <TR> | ||
<TD>SoundHit</TD> | <TD>SoundHit</TD> | ||
<TD>The sound made whe the weapon hits.</TD> | <TD>The sound (filename without extension) made whe the weapon hits.</TD> | ||
<TD></TD> | <TD>SoundHit=FX_IMPACT5</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>SoundStart</TD> | <TD>SoundStart</TD> | ||
<TD>The sound made when the weapon | <TD>The sound (filename without the extension) made when the weapon fires.</TD> | ||
<TD></TD> | <TD>SoundStart=FX_XPLODE2</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>SoundTrigger</TD> | <TD>SoundTrigger</TD> | ||
<TD></TD> | <TD>For burst weapons; SoundStart will trigger only once for burst weapons. If SoundTrigger=0, SoundStart will be triggered once for every burst shot.</TD> | ||
<TD></TD> | <TD>Boolean</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>SprayAngle</TD> | <TD>SprayAngle</TD> | ||
<TD>How wide the the angle of a burst from a burst weapon can be.</TD> | <TD>How wide the the angle of a burst from a burst weapon can be, in 64000 degrees.</TD> | ||
<TD></TD> | <TD>SprayAngle=100;</TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
Revision as of 02:10, 13 September 2006
Weapon Variable Descriptions
| Variable | Description | Examples |
|---|---|---|
| Accuracy | Amount of accuracy in 64K deg that weapon is good for. | Accuracy=0-64000; 0 = 100% accuracy |
| AreaOfEffect | The total area that receives damage from the weapon's explosion. | Nuclear missiles have AreaofEffect=1000 while most lasers have under 10. |
| Ballistic | Weapon is fired according to a ballistic path using gravity. | Boolean |
| BeamLaser | Weapon is a continuous laser beam (ie NOD's Obelisk of Light) | Boolean |
| BeamTime* | How long a BeamLaser weapon fires its beam. Note that a BeamLaser with a high Beamtime will deal out its damage evenly over the time the Beam is activated. Default 1. | Beamtime=3; |
| BeamWeapon | Weapon is a laser and fires a laser beam. | Boolean |
| BurnBlow | Weapon will detonate when it comes to the end of its range. | Boolean |
| Burst | How many shells/laser beams etc are fired per shot. Default 1. | Burst=6; will fire 6 shots. |
| BurstRate | Time between each burst shot (in decimals); the lower the number, the faster the shot is made. | BurstRate=0.10; |
| RGBColor2 | Secondary color of shot, expressed in three decimal numbers for Red, Green and Blue values (see example) | RGBColor2=1 0 1; would produce a purple-ish color as it combines Red and Blue with no Green. |
| RGBColor | Main color of shot, expressed in three decimal numbers for Red, Green and Blue values (see example) | RGBColor=1 1 0; would produce a yellow-ish color as it combines Red and Green with no Blue. |
| CommandFire | This weapon will need to be expressly fired by the user each and every time it is used. | Boolean |
| Coverage | The protection umbrella range for weapons that shoot other weapons. | Coverage=700; |
| Dropped | Weapon is dropped in order to use it, typically a bomb. Note: Planes with dropped weapons will behave differently than normal planes. | Boolean |
| EdgeEffectiveness | The percentage (1.0 = 100%) of the damage that is inflicted at the edge of the area of effect. Used for damage drop-off. Default 1. | Edgeeffectiveness=0.1; |
| EnergyPerShot | Energy consumed per shot, default 0. | EnergyPerShot=10; |
| FireStarter | Weapon will cause treefires, expressed as a %, where 100% guarantees a treefire | FireStarter=100; will always start a treefire if a tree suffers damage from it. |
| Guidance | ||
| ImpulseFactor | ||
| Intensity | Intensity of of laser's color. Expressed as a decimal - Default 0.9 | Intensity=0.5; |
| Interceptor | Weapon can intercept other weapons. | Boolean |
| LineOfSight | Weapon is fired in a straight line, gravity does not effect path (ie lasers). | Boolean |
| MetalPerShot | Metal consumed per shot. Default 0. | MetalPerShot=5; |
| Model | The 3do or 3so model for the projectile. | Model=SuperMissile.s3o |
| MovingAccuracy | Same as Accuracy, except applicable only when unit is moving. | Accuracy=0-64000; 0 = 100% accuracy |
| NoExplode | No explosion when weapon impacts target. | Boolean |
| NoSelfDamage | Do no damage to self. | Boolean |
| Paralyzer | Weapon will stun the enemy for a length of time described in the damage field. | Boolean |
| PlasmaRepulser | ||
| Range | The range of the weapon. | Range=1000; |
| ReloadTime | The amount of time between shots in seconds | ReloadTime=3; |
| Rendertype | ||
| RepulseEnergy | ||
| RepulseForce | ||
| RepulseRange | ||
| RepulseSpeed | ||
| Selfprop | ||
| SmokeTrail | Does the projectile leave a smoke trail. | |
| SoundHit | The sound (filename without extension) made whe the weapon hits. | SoundHit=FX_IMPACT5 |
| SoundStart | The sound (filename without the extension) made when the weapon fires. | SoundStart=FX_XPLODE2 |
| SoundTrigger | For burst weapons; SoundStart will trigger only once for burst weapons. If SoundTrigger=0, SoundStart will be triggered once for every burst shot. | Boolean |
| SprayAngle | How wide the the angle of a burst from a burst weapon can be, in 64000 degrees. | SprayAngle=100; |
| 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.