Weapon Variables: Difference between revisions

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<TR>
<TR>
<TD>Accuracy</TD>
<TD>Accuracy</TD>
<TD>Amount of accuracy in 64K deg that weapon is good for.</TD>
<TD>How accurate a weapon is.  A larger number is less accurate.  If this tag is missing entirely, it has perfect accuracy unless its target moves unexpectedly.  Accuracy is relative to the distance to the target; for instance, if the target is very close, even a very high accuracy value will probably still hit.  If a target is very far away, even a very low accuracy value will likely cause the weapon to miss.  Can be any numeric value.</TD>
<TD>Accuracy=0-64000; 0 = 100% accuracy</TD>
<TD>accuracy=400;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>AreaOfEffect</TD>
<TD>AreaOfEffect</TD>
<TD>The total area that receives damage from the weapon's explosion.</TD>
<TD>How large the weapon's impact explosion is.  This affects how powerful the weapon's default impulse strength will be.  Currently, BeamLasers with an AreaOfEffect of 16 or above will deform the ground at their point of impact regardless of whether it has been told not to.  Can be any numeric value, but should generally be at least 8, regardless of the type of weapon.</TD>
<TD>Nuclear missiles have AreaofEffect=1000 while most lasers have under 10.</TD>
<TD>areaofeffect=192;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Ballistic</TD>
<TD>Ballistic</TD>
<TD>Weapon is fired according to a ballistic path using gravity.</TD>
<TD>Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. Ballistic is mutually exclusive to LineOfSight and Dropped.  Can be 1 or 0.</TD>
<TD>Boolean</TD>
<TD>ballistic=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>BeamLaser</TD>
<TD>BeamLaser</TD>
<TD>Weapon is a continuous laser beam (ie NOD's Obelisk of Light)</TD>
<TD>Whether this weapon is a beam laser or not.  Beam lasers instantly hit their targets.  Rendertype must be 0.  Mutually exclusive to BeamWeapon.  Can be 1 or 0.</TD>
<TD>Boolean</TD>
<TD>beamlaser=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>BeamTime</TD>
<TD>BeamTime*</TD>
<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 (Note: If set to 0, will automatically round up to 1)</TD>
<TD>How long to fire the laser before waiting for ReloadTime to start. Can be any numeric value.</TD>
<TD>Beamtime=3;</TD>
<TD></TD>
</TR>
</TR>
<TR>
<TR>
<TD>BeamWeapon</TD>
<TD>BeamWeapon</TD>
<TD>Weapon is a laser and fires a laser beam.</TD>
<TD>Whether this weapon is a regular laser or not.  BeamWeapons (lasers) do not instantly hit their targets, and are affected by the weaponvelocity tag.  Mutually exclusive to BeamLaser.  Can be 1 or 0.</TD>
<TD>Boolean</TD>
<TD>beamweapon=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>BurnBlow</TD>
<TD>BurnBlow</TD>
<TD>Weapon will detonate when it comes to the end of its range.</TD>
<TD>The weapon blows up at the end of its range, only works on plasma (rendertype=4) weapons last I checked.  Can be 1 or 0.  A common usage is on flak guns.</TD>
<TD>Boolean</TD>
<TD>burnblow=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Burst</TD>
<TD>Burst</TD>
<TD>How many shells/laser beams etc are fired per shot. Default 1.</TD>
<TD>How many shots are in a burst. Must be accompanied by burstrate.  Can be any numeric value.</TD>
<TD>Burst=6; will fire 6 shots.</TD>
<TD>burst=3;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>BurstRate</TD>
<TD>BurstRate</TD>
<TD>Time between each burst shot (in decimals); the lower the number, the faster the shot is made.</TD>
<TD>How fast the Burst fires.  If set much below 0.1, it stops having any discernable effect.</TD>
<TD>BurstRate=0.10;</TD>
<TD>burstrate=0.1</TD>
</TR>
</TR>
<TR>
<TR>
<TD>RGBColor2</TD>
<TD>Color2</TD>
<TD>Secondary color of shot, expressed in three decimal numbers for Red, Green and Blue values (see example)</TD>
<TD>An obsolete tag only recognized for compatibility purposes.</TD>
<TD>RGBColor2=1 0 1; would produce a purple-ish color as it combines Red and Blue with no Green.</TD>
<TD></TD>
</TR>
</TR>
<TR>
<TR>
<TD>RGBColor</TD>
<TD>Color</TD>
<TD>Main color of shot, expressed in three decimal numbers for Red, Green and Blue values (see example)</TD>
<TD>An obsolete tag only recognized for compatibility purposes.</TD>
<TD>RGBColor=1 1 0; would produce a yellow-ish color as it combines Red and Green with no Blue.</TD>
<TD></TD>
</TR>
</TR>
<TR>
<TR>
<TD>CommandFire</TD>
<TD>CommandFire</TD>
<TD>This weapon will need to be expressly fired by the user each and every time it is used.</TD>
<TD>The weapon must be manually activated for each shot.  There's some confusion about whether or not it works properly.  Can be set to 1 or 0.</TD>
<TD>Boolean</TD>
<TD>commandfire=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Coverage</TD>
<TD>Coverage</TD>
<TD>The protection umbrella range for weapons that shoot other weapons.</TD>
<TD>The range for anti-weapon weapons, like antinukes.  This will be shown on the minimap as a guide.  Can be any numeric value.</TD>
<TD>Coverage=700;</TD>
<TD>coverage=1280;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Dropped</TD>
<TD>Dropped</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>Sets the weapon to be dropped, like from a bomber. Must be RenderType=6 and needs the Model tag to be specified.  Mutually exclusive to Ballistic and LineOfSight.  Can be set to 1 or 0.</TD>
<TD>Boolean</TD>
<TD>dropped=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>EdgeEffectiveness</TD>
<TD>EdgeEffectiveness</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>Determines what percent of a weapon's maximum damage value will be applied to units as they are closer to the outer edge of the weapon's AreaOfEffect.  Must have a decimal value between 0 and 1. Default in OTA was 0, probably the same in Spring.</TD>
</TD>
<TD>edgeeffectiveness=0.25;</TD>
<TD>Edgeeffectiveness=0.1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>EnergyPerShot</TD>
<TD>EnergyPerShot</TD>
<TD>Energy consumed per shot, default 0.</TD>
<TD>Energy used per shot.  If the specified amount of energy is not available, the weapon will not be able to shoot.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be any numeric value.</TD>
<TD>EnergyPerShot=10;</TD>
<TD>energypershot=5;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>FireStarter</TD>
<TD>FireStarter</TD>
<TD>Weapon will cause treefires, expressed as a %, where 100% guarantees a treefire</TD>
<TD>How likely the weapon will set trees on fire.  High values make trees likey to be set on fire, low values make trees likely to just explode or tip over.  Can be any numeric value between 0 and 100.</TD>
<TD>FireStarter=100; will always start a treefire if a tree suffers damage from it.</TD>
<TD>FireStarter=75;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Guidance</TD>
<TD>Guidance</TD>
<TD></TD>
<TD>Specifies whether or not the weapon is capable of tracking a target, can be used only on missile and torpedo weapons.  Can be set to 1 or 0.  See TurnRate for information on specifying how well a weapon can track a target.  Requires rendertype=1, lineofsight=1, and selfprop=1;</TD>
<TD></TD>
<TD>guidance=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>ImpulseFactor</TD>
<TD>ImpulseFactor</TD>
<TD></TD>
<TD>The multiplier on the weapon's default impulsefactor, which is determined based on a weapon's default damage and AreaOfEffect.  The impulse of a weapon is how strong of a kinetic force will be applied to its target or anything near the point of impact.  Can be any numeric value, including negative ones.</TD>
<TD></TD>
<TD>impulsefactor=2.5;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Intensity</TD>
<TD>Intensity</TD>
<TD>Intensity of of laser's color. Expressed as a decimal - Default 0.9</TD>
<TD>Alpha (brighness and washout effect) of the weapon. Can be used on any rendertype 0, 3, or 4 weapon.  Can be any numeric value.</TD>
<TD>Intensity=0.5;</TD>
<TD>intensity=1.5;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Interceptor</TD>
<TD>Interceptor</TD>
<TD>Weapon can intercept other weapons.</TD>
<TD>Can intercept missiles with the Cruise tag.</TD>
<TD>Boolean</TD>
<TD>interceptor=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>LineOfSight</TD>
<TD>LineOfSight</TD>
<TD>Weapon is fired in a straight line, gravity does not effect path (ie lasers).</TD>
<TD>LineOfSight weapons ignore gravity and must have a direct line from the firing point to the impact point in order to be fired.  Can be set to 1 or 0.  Mutually exclusive to Ballistic and Dropped.</TD>
<TD>Boolean</TD>
<TD>lineofsight=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>MetalPerShot</TD>
<TD>MetalPerShot</TD>
<TD>Metal consumed per shot. Default 0.</TD>
<TD>Metal used per shot. If the specified amount is not available, the weapon cannot be fired.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be set to any numeric value.</TD>
<TD>MetalPerShot=5;</TD>
<TD>metalpershot=500;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Model</TD>
<TD>Model</TD>
<TD>The 3do or 3so model for the projectile.</TD>
<TD>The 3DO or S3O model to be used as this weapon's physical representation.  3DO modesl do not need a .3do extension, but S3O weapon do.</TD>
<TD>Model=SuperMissile.s3o</TD>
<TD>model=missile;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>MovingAccuracy</TD>
<TD>MovingAccuracy</TD>
<TD>Same as Accuracy, except applicable only when unit is moving.</TD>
<TD>A weapon's accuracy while moving.  See Accuracy. Can be any numeric value.</TD>
<TD>Accuracy=0-64000; 0 = 100% accuracy</TD>
<TD>movingaccuracy=1000;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>NoExplode</TD>
<TD>NoExplode</TD>
<TD>No explosion when weapon impacts target.</TD>
<TD>Whether or not the weapon will explode on impact or continue on its path.  An example is the d-gun.  Can be set to 1 or 0.</TD>
<TD>Boolean</TD>
<TD>noexplode=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>NoSelfDamage</TD>
<TD>NoSelfDamage</TD>
<TD>Do no damage to self.</TD>
<TD>This weapon will not damage the unit that fired it.  For instance, a nuke silo could shoot itself and not take any damage if this was active.  Can be set to 1 or 0.</TD>
<TD>Boolean</TD>
<TD>noselfdamage=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Paralyzer</TD>
<TD>Paralyzer</TD>
<TD>Weapon will stun the enemy for a length of time described in the damage field.</TD>
<TD>If active, this weapon will not cause any damage to its target, but will instead paralyze (aka EMP).  The default damage value of a weapon with this active will be applied to the target's HP; once the HP is overwhelmed, it will be paralyzed.  Can be set to 1 or 0.</TD>
<TD>Boolean</TD>
<TD>paralyzer=1;</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 maximum range of the weapon.  If set to noexplode, the weapon will disappear after this range has been met.  If set to burnblow, the weapon will explode after this range has been met.  Can be set to any numerical value.</TD>
<TD>Range=1000;</TD>
<TD></TD>
</TR>
</TR>
<TR>
<TR>
<TD>ReloadTime</TD>
<TD>ReloadTime</TD>
<TD>The amount of time between shots in seconds</TD>
<TD>The amount of time between shots.  If a unit is paralyzed, this stops counting down.  Can be set to any numerical value.</TD>
<TD>ReloadTime=3;</TD>
<TD></TD>
</TR>
</TR>
<TR>
<TR>
<TD>Rendertype</TD>
<TD>Rendertype</TD>
<TD></TD>
<TD>The way the weapon will be displayed.  Certain rendertypes are incompatibile with other tags, but it's generally for a logical reason.  The rendertypes are as follows: 0 - Laser, 1 - Model, 3 - Plasma, 4 - Unit explosion (usally), 5 - Flamethrower, 6 - Dropped, 7 - Lightning.  There's no documented use of rendertype=2 in OTA, and it probably doesn't do anything in Spring.  3 and 4 are usually interchangeable, both can be used to render a plasma/EMG/whatever shot; this is probably for compatibility.</TD>
<TD></TD>
<TD>rendertype=1;</TD>
</TR>
</TR>
<TR>
<TR>
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<TR>
<TR>
<TD>Selfprop</TD>
<TD>Selfprop</TD>
<TD></TD>
<TD>Required for Guidance tag.  This weapon can propel itself and can have things like acceleration, rather than always travelling at one speed.  See Guidance, StartVelocity, WeaponAcceleration, WeaponVelocity.  Can be set to 1 or 0.</TD>
<TD></TD>
<TD>selfprop=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>SmokeTrail</TD>
<TD>SmokeTrail</TD>
<TD>Does the projectile leave a smoke trail.</TD>
<TD>Does the projectile leave a smoke trail or not.  Can be set to 1 or 0.</TD>
<TD></TD>
<TD>smoketrail=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>SoundHit</TD>
<TD>SoundHit</TD>
<TD>The sound (filename without extension) made whe the weapon hits.</TD>
<TD>The sound made whe the weapon hits.  Must reference a .wav file in the .\Sounds directory.</TD>
<TD>SoundHit=FX_IMPACT5</TD>
<TD>soundhit=emghit;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>SoundStart</TD>
<TD>SoundStart</TD>
<TD>The sound (filename without the extension) made when the weapon fires.</TD>
<TD>The sound made when the weapon begins to fire.  Will fire only once if the weapon is shot in a burst.  Must reference a .wav file in the .\Sounds directory.</TD>
<TD>SoundStart=FX_XPLODE2</TD>
<TD>soundstart=emgfire;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>SoundTrigger</TD>
<TD>SoundTrigger</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>If active, the weapon will sound every time a shot is fired in a burst sequence.  Can be set to 1 or 0.</TD>
<TD>Boolean</TD>
<TD>soundtrigger=1;</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, in 64000 degrees.</TD>
<TD>How wide the the angle of a burst from a burst weapon can be.  Very similar to Accuracy, except that if a weapon has no sprayangle, all the shots will be fired at the same spot, even if the weapon's aim is off.</TD>
<TD>SprayAngle=100;</TD>
<TD>sprayangle=1024;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>StartVelocity</TD>
<TD>StartVelocity</TD>
<TD>The starting speed of the weapon as it is fired</TD>
<TD>The starting speed of the weapon as it is first fired.  Only applicable to weapons that can accelerate.</TD>
<TD></TD>
<TD>startvelocity=200;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Stockpile</TD>
<TD>Stockpile</TD>
<TD>Is this weapon Stockpiled.</TD>
<TD>Can this weapon be stockpiled, for instance like a nuke launcher.  Can be set to 1 or 0.</TD>
<TD></TD>
<TD>stockpile=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Targetable</TD>
<TD>Targetable</TD>
<TD>Can the weapon be targeted by an interceptor?</TD>
<TD>If active, the weapon will be automatically targeted by any Interceptor weapons.</TD>
<TD></TD>
<TD>targetable=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>TargetMoveError</TD>
<TD>TargetMoveError</TD>
<TD></TD>
<TD>The degree to which a weapon's aiming will fail to keep up with its target's movement.  If set very low or not set at all, a weapon will lead its target and almost always hit unless there's a lot of micromanagement on the part of the person controlling the target.  If set too high (about 0.3 or above), the weapon will have a lot of difficulty even tracking its target enough to get a shot off.  Can probably only be set between 0 and 1.  Beyond 1, the weapon would be virtually useless.</TD>
<TD></TD>
<TD>targetmoveerror=0.15;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Thickness</TD>
<TD>Thickness</TD>
<TD>Thickness of the laser, default is 2.</TD>
<TD>Thickness of a beamweapon or beamlaser, default is 2.  Can be set to any numerical value.</TD>
<TD></TD>
<TD>thickness=4;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>ToAirWeapon</TD>
<TD>ToAirWeapon</TD>
<TD>Only target Aircraft.</TD>
<TD>If active, the weapon will only be capable of targetting units which are flying, or are capable of flying.  Can be set to 0 or 1.</TD>
<TD></TD>
<TD>toairweapon=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Tolerance</TD>
<TD>Tolerance</TD>
<TD></TD>
<TD>The amount to which the weapon's "real" aim can be off while the weapon will still be able to fire accurately at the target.  This worked in OTA, but I'm not 100% sure if it works in Spring.  Can be set to any numerical value.</TD>
<TD></TD>
<TD>tolerance=1500;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Tracks</TD>
<TD>Tracks</TD>
<TD>Does it track it's targets.</TD>
<TD>Is the missile capable of tracking a target after it has completed its transition - for use with vertical-launch missiles.  Can be set to 1 or 0.</TD>
<TD></TD>
<TD>tracks=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>TrajectoryHeight</TD>
<TD>TrajectoryHeight</TD>
<TD></TD>
<TD>The amount that the weapon is fired upwards.  I'm pretty sure this can only work on missile weapons.  It is useful for compensating for mountains or debris.  Can be set between 0 and 1.  0 fires straight, 1 fires at 90 degrees (directly upward).  Obviously, only useful on weapons with guidance.</TD>
<TD></TD>
<TD>trajectoryheight=0.5;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Turnrate</TD>
<TD>Turnrate</TD>
<TD>How fast a guided weapon can turn.</TD>
<TD>How fast a guided weapon can turn. Can be any numerical value.  If set to 0, the weapon can't turn at all, if set to 99999, the weapon can literally defy all known physics and turn 180 degrees in a fraction of a second.  This is relative to a weapon's velocity; a weapon with a very low velocity (~200) wouldn't need a very high turnrate to keep up with a fighter, although it would probably never catch it because of its slow speed.  A weapon with a very high velocity (~1000) would need a very high value in order to be able to hit targets that turn suddenly.
<TD></TD>
<TD>turnrate=32000;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Turret</TD>
<TD>Turret</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>
<TD>Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing, ie, has no rotating turret piece.</TD>
<TD></TD>
<TD>turret=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>TwoPhase</TD>
<TD>TwoPhase</TD>
<TD></TD>
<TD>Weapon operates in two phases... eh... yeah, I honestly have no idea what the difference between this and VLaunch is.  Generally use it with VLaunch as well.  Can be set to 1 or 0.</TD>
<TD></TD>
<TD>twophase=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>VLaunch</TD>
<TD>VLaunch</TD>
<TD>Set to 1 to launch rockets vertically, ie Krogoth, Diplomat etc rockets</TD>
<TD>Set to 1 to launch the weapon vertically.  Can only be used with missile-type weapons with a TurnRate.  Cannot be used at the same time as Turret.  Set to 1 or 0.</TD>
<TD></TD>
<TD>vlaunch=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>WaterWeapon</TD>
<TD>WaterWeapon</TD>
<TD></TD>
<TD>Does the weapon fire below water?  Can be set to 1 or 0.</TD>
<TD></TD>
<TD>waterweapon=1;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>WeaponAcceleration</TD>
<TD>WeaponAcceleration</TD>
<TD>Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.</TD>
<TD>Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.  Increases the weapon's velocity every second by the amount specified.  Can be any numerical value.</TD>
<TD></TD>
<TD>weaponacceleration=50;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>WeaponTimer</TD>
<TD>WeaponTimer</TD>
<TD></TD>
<TD>How long until the weapon will go into its second phase.  For use with missile weapons.  For VLaunch weapons, the weapon will turn to actually go towards its target after the specified number of seconds has expired.  For non-VLaunch missiles with a TurnRate, the weapon will go randomly off-course after this period of time.  Can be set to any numerical value.</TD>
<TD></TD>
<TD>weapontimer=5;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>WeaponVelocity</TD>
<TD>WeaponVelocity</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>The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity at the rate specified by its WeaponAcceleration.</TD>
<TD></TD>
<TD>weaponvelocity=800;</TD>
</TR>
</TR>
<TR>
<TR>
<TD>Wobble</TD>
<TD>Wobble</TD>
<TD></TD>
<TD>The amount that a missile will wobble off-course.  Probably doesn't work with Guidance weapons.  Requires TurnRate.  Can be set to any numerical value.</TD>
<TD></TD>
<TD>wobble=15000;</TD>
</TR>
</TR>
</table>
</table>
<br>
<br>
 
If beamtime == 0 it is rounded up to one.
NOTE: "Boolean" means the variable is either a 1 or a 0, where 1 means YES and 0 means NO.

Revision as of 02:56, 13 September 2006

Weapon Variable Descriptions


Variable Description Examples
Accuracy How accurate a weapon is. A larger number is less accurate. If this tag is missing entirely, it has perfect accuracy unless its target moves unexpectedly. Accuracy is relative to the distance to the target; for instance, if the target is very close, even a very high accuracy value will probably still hit. If a target is very far away, even a very low accuracy value will likely cause the weapon to miss. Can be any numeric value. accuracy=400;
AreaOfEffect How large the weapon's impact explosion is. This affects how powerful the weapon's default impulse strength will be. Currently, BeamLasers with an AreaOfEffect of 16 or above will deform the ground at their point of impact regardless of whether it has been told not to. Can be any numeric value, but should generally be at least 8, regardless of the type of weapon. areaofeffect=192;
Ballistic Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. Ballistic is mutually exclusive to LineOfSight and Dropped. Can be 1 or 0. ballistic=1;
BeamLaser Whether this weapon is a beam laser or not. Beam lasers instantly hit their targets. Rendertype must be 0. Mutually exclusive to BeamWeapon. Can be 1 or 0. beamlaser=1;
BeamTime* How long to fire the laser before waiting for ReloadTime to start. Can be any numeric value.
BeamWeapon Whether this weapon is a regular laser or not. BeamWeapons (lasers) do not instantly hit their targets, and are affected by the weaponvelocity tag. Mutually exclusive to BeamLaser. Can be 1 or 0. beamweapon=1;
BurnBlow The weapon blows up at the end of its range, only works on plasma (rendertype=4) weapons last I checked. Can be 1 or 0. A common usage is on flak guns. burnblow=1;
Burst How many shots are in a burst. Must be accompanied by burstrate. Can be any numeric value. burst=3;
BurstRate How fast the Burst fires. If set much below 0.1, it stops having any discernable effect. burstrate=0.1
Color2 An obsolete tag only recognized for compatibility purposes.
Color An obsolete tag only recognized for compatibility purposes.
CommandFire The weapon must be manually activated for each shot. There's some confusion about whether or not it works properly. Can be set to 1 or 0. commandfire=1;
Coverage The range for anti-weapon weapons, like antinukes. This will be shown on the minimap as a guide. Can be any numeric value. coverage=1280;
Dropped Sets the weapon to be dropped, like from a bomber. Must be RenderType=6 and needs the Model tag to be specified. Mutually exclusive to Ballistic and LineOfSight. Can be set to 1 or 0. dropped=1;
EdgeEffectiveness Determines what percent of a weapon's maximum damage value will be applied to units as they are closer to the outer edge of the weapon's AreaOfEffect. Must have a decimal value between 0 and 1. Default in OTA was 0, probably the same in Spring. edgeeffectiveness=0.25;
EnergyPerShot Energy used per shot. If the specified amount of energy is not available, the weapon will not be able to shoot. Can also be used to specify how much a Stockpile weapon wll cost to build. Can be any numeric value. energypershot=5;
FireStarter How likely the weapon will set trees on fire. High values make trees likey to be set on fire, low values make trees likely to just explode or tip over. Can be any numeric value between 0 and 100. FireStarter=75;
Guidance Specifies whether or not the weapon is capable of tracking a target, can be used only on missile and torpedo weapons. Can be set to 1 or 0. See TurnRate for information on specifying how well a weapon can track a target. Requires rendertype=1, lineofsight=1, and selfprop=1; guidance=1;
ImpulseFactor The multiplier on the weapon's default impulsefactor, which is determined based on a weapon's default damage and AreaOfEffect. The impulse of a weapon is how strong of a kinetic force will be applied to its target or anything near the point of impact. Can be any numeric value, including negative ones. impulsefactor=2.5;
Intensity Alpha (brighness and washout effect) of the weapon. Can be used on any rendertype 0, 3, or 4 weapon. Can be any numeric value. intensity=1.5;
Interceptor Can intercept missiles with the Cruise tag. interceptor=1;
LineOfSight LineOfSight weapons ignore gravity and must have a direct line from the firing point to the impact point in order to be fired. Can be set to 1 or 0. Mutually exclusive to Ballistic and Dropped. lineofsight=1;
MetalPerShot Metal used per shot. If the specified amount is not available, the weapon cannot be fired. Can also be used to specify how much a Stockpile weapon wll cost to build. Can be set to any numeric value. metalpershot=500;
Model The 3DO or S3O model to be used as this weapon's physical representation. 3DO modesl do not need a .3do extension, but S3O weapon do. model=missile;
MovingAccuracy A weapon's accuracy while moving. See Accuracy. Can be any numeric value. movingaccuracy=1000;
NoExplode Whether or not the weapon will explode on impact or continue on its path. An example is the d-gun. Can be set to 1 or 0. noexplode=1;
NoSelfDamage This weapon will not damage the unit that fired it. For instance, a nuke silo could shoot itself and not take any damage if this was active. Can be set to 1 or 0. noselfdamage=1;
Paralyzer If active, this weapon will not cause any damage to its target, but will instead paralyze (aka EMP). The default damage value of a weapon with this active will be applied to the target's HP; once the HP is overwhelmed, it will be paralyzed. Can be set to 1 or 0. paralyzer=1;
PlasmaRepulser
Range The maximum range of the weapon. If set to noexplode, the weapon will disappear after this range has been met. If set to burnblow, the weapon will explode after this range has been met. Can be set to any numerical value.
ReloadTime The amount of time between shots. If a unit is paralyzed, this stops counting down. Can be set to any numerical value.
Rendertype The way the weapon will be displayed. Certain rendertypes are incompatibile with other tags, but it's generally for a logical reason. The rendertypes are as follows: 0 - Laser, 1 - Model, 3 - Plasma, 4 - Unit explosion (usally), 5 - Flamethrower, 6 - Dropped, 7 - Lightning. There's no documented use of rendertype=2 in OTA, and it probably doesn't do anything in Spring. 3 and 4 are usually interchangeable, both can be used to render a plasma/EMG/whatever shot; this is probably for compatibility. rendertype=1;
RepulseEnergy
RepulseForce
RepulseRange
RepulseSpeed
Selfprop Required for Guidance tag. This weapon can propel itself and can have things like acceleration, rather than always travelling at one speed. See Guidance, StartVelocity, WeaponAcceleration, WeaponVelocity. Can be set to 1 or 0. selfprop=1;
SmokeTrail Does the projectile leave a smoke trail or not. Can be set to 1 or 0. smoketrail=1;
SoundHit The sound made whe the weapon hits. Must reference a .wav file in the .\Sounds directory. soundhit=emghit;
SoundStart The sound made when the weapon begins to fire. Will fire only once if the weapon is shot in a burst. Must reference a .wav file in the .\Sounds directory. soundstart=emgfire;
SoundTrigger If active, the weapon will sound every time a shot is fired in a burst sequence. Can be set to 1 or 0. soundtrigger=1;
SprayAngle How wide the the angle of a burst from a burst weapon can be. Very similar to Accuracy, except that if a weapon has no sprayangle, all the shots will be fired at the same spot, even if the weapon's aim is off. sprayangle=1024;
StartVelocity The starting speed of the weapon as it is first fired. Only applicable to weapons that can accelerate. startvelocity=200;
Stockpile Can this weapon be stockpiled, for instance like a nuke launcher. Can be set to 1 or 0. stockpile=1;
Targetable If active, the weapon will be automatically targeted by any Interceptor weapons. targetable=1;
TargetMoveError The degree to which a weapon's aiming will fail to keep up with its target's movement. If set very low or not set at all, a weapon will lead its target and almost always hit unless there's a lot of micromanagement on the part of the person controlling the target. If set too high (about 0.3 or above), the weapon will have a lot of difficulty even tracking its target enough to get a shot off. Can probably only be set between 0 and 1. Beyond 1, the weapon would be virtually useless. targetmoveerror=0.15;
Thickness Thickness of a beamweapon or beamlaser, default is 2. Can be set to any numerical value. thickness=4;
ToAirWeapon If active, the weapon will only be capable of targetting units which are flying, or are capable of flying. Can be set to 0 or 1. toairweapon=1;
Tolerance The amount to which the weapon's "real" aim can be off while the weapon will still be able to fire accurately at the target. This worked in OTA, but I'm not 100% sure if it works in Spring. Can be set to any numerical value. tolerance=1500;
Tracks Is the missile capable of tracking a target after it has completed its transition - for use with vertical-launch missiles. Can be set to 1 or 0. tracks=1;
TrajectoryHeight The amount that the weapon is fired upwards. I'm pretty sure this can only work on missile weapons. It is useful for compensating for mountains or debris. Can be set between 0 and 1. 0 fires straight, 1 fires at 90 degrees (directly upward). Obviously, only useful on weapons with guidance. trajectoryheight=0.5;
Turnrate How fast a guided weapon can turn. Can be any numerical value. If set to 0, the weapon can't turn at all, if set to 99999, the weapon can literally defy all known physics and turn 180 degrees in a fraction of a second. This is relative to a weapon's velocity; a weapon with a very low velocity (~200) wouldn't need a very high turnrate to keep up with a fighter, although it would probably never catch it because of its slow speed. A weapon with a very high velocity (~1000) would need a very high value in order to be able to hit targets that turn suddenly. turnrate=32000;
Turret Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing, ie, has no rotating turret piece. turret=1;
TwoPhase Weapon operates in two phases... eh... yeah, I honestly have no idea what the difference between this and VLaunch is. Generally use it with VLaunch as well. Can be set to 1 or 0. twophase=1;
VLaunch Set to 1 to launch the weapon vertically. Can only be used with missile-type weapons with a TurnRate. Cannot be used at the same time as Turret. Set to 1 or 0. vlaunch=1;
WaterWeapon Does the weapon fire below water? Can be set to 1 or 0. waterweapon=1;
WeaponAcceleration Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity. Increases the weapon's velocity every second by the amount specified. Can be any numerical value. weaponacceleration=50;
WeaponTimer How long until the weapon will go into its second phase. For use with missile weapons. For VLaunch weapons, the weapon will turn to actually go towards its target after the specified number of seconds has expired. For non-VLaunch missiles with a TurnRate, the weapon will go randomly off-course after this period of time. Can be set to any numerical value. weapontimer=5;
WeaponVelocity The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity at the rate specified by its WeaponAcceleration. weaponvelocity=800;
Wobble The amount that a missile will wobble off-course. Probably doesn't work with Guidance weapons. Requires TurnRate. Can be set to any numerical value. wobble=15000;


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