User:Jk/WeaponDefs: Difference between revisions

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m Replaced content with "=WeaponDefs= =List= {{HeaderNotice|(last update: )}} <center><span class=warning>'''THIS SECTION IS AUTOMATICALLY GENERATED! DON'T EDIT IT!'''</span></center>"
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{{HeaderNotice|(last update: )}}
{{HeaderNotice|(last update: )}}
<center><span class=warning>'''THIS SECTION IS AUTOMATICALLY GENERATED! DON'T EDIT IT!'''</span></center>
<center><span class=warning>'''THIS SECTION IS AUTOMATICALLY GENERATED! DON'T EDIT IT!'''</span></center>
{{ConfigValue |name=accuracy|type=float|defvalue=0  }}
{{ConfigValue |name=alphaDecay|type=float|defvalue=1  }}
{{ConfigValue |name=alwaysVisible|type=bool|defvalue=false  }}
{{ConfigValue |name=areaOfEffect|type=float|defvalue=8  }}
{{ConfigValue |name=avoidFeature|type=bool|defvalue=true  }}
{{ConfigValue |name=avoidFriendly|type=bool|defvalue=true  }}
{{ConfigValue |name=avoidGround|type=bool|defvalue=true  }}
{{ConfigValue |name=avoidNeutral|type=bool|defvalue=false  }}
{{ConfigValue |name=beamDecay|type=float|defvalue=1  }}
{{ConfigValue |name=beamTTL|type=int|defvalue=0  }}
{{ConfigValue |name=beamburst|type=bool|defvalue=false  }}
{{ConfigValue |name=beamtime|type=float|defvalue=1  }}
{{ConfigValue |name=bounceExplosionGenerator|type=string|defvalue=""  }}
{{ConfigValue |name=bounceRebound|type=float|defvalue=1  }}
{{ConfigValue |name=bounceSlip|type=float|defvalue=1  }}
{{ConfigValue |name=burnblow|type=bool|defvalue=false  }}
{{ConfigValue |name=burst|type=int|defvalue=1  }}
{{ConfigValue |name=burstRate|type=float|defvalue=0.1  }}
{{ConfigValue |name=cameraShake|fallback=damage.default|type=float|defvalue=0|minvalue=0  }}
{{ConfigValue |name=canAttackGround|type=bool|defvalue=true  }}
{{ConfigValue |name=cegTag|type=string|defvalue="" |description=The name, without prefixes, of a CEG to be emitted by the projectile each frame. }}
{{ConfigValue |name=collideEnemy|type=bool|defvalue=true  }}
{{ConfigValue |name=collideFeature|type=bool|defvalue=true  }}
{{ConfigValue |name=collideFriendly|type=bool|defvalue=true  }}
{{ConfigValue |name=collideGround|type=bool|defvalue=true  }}
{{ConfigValue |name=collideNeutral|type=bool|defvalue=true  }}
{{ConfigValue |name=collisionSize|type=float|defvalue=0.05  }}
{{ConfigValue |name=colormap|type=string|defvalue=""  }}
{{ConfigValue |name=commandfire|type=bool|defvalue=false  }}
{{ConfigValue |name=coreThickness|type=float|defvalue=0.25  }}
{{ConfigValue |name=coverage|type=float|defvalue=0 |description=The radius in elmos within which an [#interceptor] weapon will fire on [#targetable] weapons. }}
{{ConfigValue |name=craterBoost|type=float|defvalue=0  }}
{{ConfigValue |name=craterMult|fallback=impulseFactor|type=float|defvalue=1  }}
{{ConfigValue |name=customParams|type=table|defvalue=  }}
{{ConfigValue |name=cylinderTargeting|fallback=cylinderTargetting|type=float|defvalue=0|minvalue=0|maxvalue=128  }}
{{ConfigValue |name=damage|type=table|defvalue=  }}
{{ConfigValue |name=damage.default|type=float|defvalue=1  }}
{{ConfigValue |name=dance|type=float|defvalue=0  }}
{{ConfigValue |name=duration|type=float|defvalue=0.05  }}
{{ConfigValue |name=dynDamageExp|type=float|defvalue=0 |description=Exponent of the range-dependent damage formula, the default of 0.0 disables dynamic damage, 1.0 means linear scaling, 2.0 quadratic and so on. }}
{{ConfigValue |name=dynDamageInverted|type=bool|defvalue=false |description=If true the damage curve is inverted i.e. the weapon does more damage at greater ranges as opposed to less. }}
{{ConfigValue |name=dynDamageMin|type=float|defvalue=0 |description=The minimum floor value that range-dependent damage can drop to. }}
{{ConfigValue |name=dynDamageRange|type=float|defvalue=0 |description=If set to non-zero values the weapon will use this value in the range-dependant damage formula instead of the actual range. }}
{{ConfigValue |name=edgeEffectiveness|type=float|defvalue=0|maxvalue=0.999  }}
{{ConfigValue |name=energyPerShot|type=float|defvalue=0  }}
{{ConfigValue |name=explosionGenerator|type=string|defvalue=""  }}
{{ConfigValue |name=explosionScar|type=bool|defvalue=true  }}
{{ConfigValue |name=explosionSpeed|type=float|defvalue=  }}
{{ConfigValue |name=falloffRate|type=float|defvalue=0.5  }}
{{ConfigValue |name=fireStarter|type=float|defvalue=0|minvalue=0|maxvalue=100 |description=The percentage chance of the weapon setting fire to static map features on impact. }}
{{ConfigValue |name=fireSubmersed|fallback=waterweapon|type=bool|defvalue=false  }}
{{ConfigValue |name=fixedLauncher|type=bool|defvalue=false  }}
{{ConfigValue |name=flameGfxTime|type=float|defvalue=  }}
{{ConfigValue |name=flighttime|type=float|defvalue=0  }}
{{ConfigValue |name=gravityAffected|type=bool|defvalue=false  }}
{{ConfigValue |name=groundBounce|type=bool|defvalue=false  }}
{{ConfigValue |name=hardstop|type=bool|defvalue=false  }}
{{ConfigValue |name=heightBoostFactor|type=float|defvalue=-1  }}
{{ConfigValue |name=heightmod|type=float|defvalue=0.2  }}
{{ConfigValue |name=highTrajectory|type=int|defvalue=2  }}
{{ConfigValue |name=id|type=int|defvalue=0  }}
{{ConfigValue |name=impactOnly|type=bool|defvalue=false  }}
{{ConfigValue |name=impulseBoost|type=float|defvalue=0  }}
{{ConfigValue |name=impulseFactor|type=float|defvalue=1  }}
{{ConfigValue |name=intensity|type=float|defvalue=0.9 |description=Alpha transparency for non-3D model projectiles. Lower values are more opaque, but 0.0 will cause the projectile to disappear entirely. }}
{{ConfigValue |name=interceptSolo|type=bool|defvalue=true |description=If true no other interceptors may target the same projectile. }}
{{ConfigValue |name=interceptedByShieldType|type=unsigned int|defvalue= |description= }}
{{ConfigValue |name=interceptor|type=int|defvalue=0 |description=Bitmask representing the types of weapons that this weapon can intercept. Each digit of binary that is set to one means that a weapon with the corresponding digit in its [#targetable] tag will be intercepted by this weapon. }}
{{ConfigValue |name=largeBeamLaser|type=bool|defvalue=false  }}
{{ConfigValue |name=laserFlareSize|type=float|defvalue=15  }}
{{ConfigValue |name=leadBonus|type=float|defvalue=0  }}
{{ConfigValue |name=leadLimit|type=float|defvalue=-1  }}
{{ConfigValue |name=lodDistance|type=int|defvalue=1000  }}
{{ConfigValue |name=metalPerShot|type=float|defvalue=0  }}
{{ConfigValue |name=minIntensity|type=float|defvalue=0 |description=The minimum percentage the weapon's damage can fall-off to over its range. Setting to 1.0 will disable fall off entirely. Unrelated to the visual-only [[intensity]] tag. }}
{{ConfigValue |name=model|type=string|defvalue=""  }}
{{ConfigValue |name=myGravity|type=float|defvalue=0  }}
{{ConfigValue |name=name|type=string|defvalue="Weapon" |description=The descriptive name of the weapon as listed in FPS mode. }}
{{ConfigValue |name=noExplode|type=bool|defvalue=false  }}
{{ConfigValue |name=noGap|type=bool|defvalue=true  }}
{{ConfigValue |name=noSelfDamage|type=bool|defvalue=false  }}
{{ConfigValue |name=numBounce|type=int|defvalue=-1  }}
{{ConfigValue |name=ownerExpAccWeight|type=float|defvalue=  }}
{{ConfigValue |name=paralyzeTime|type=int|defvalue=10|minvalue=0 |description=Determines the maximum length of time in seconds that the target will be paralyzed. The timer is restarted every time the target is hit by the weapon. Cannot be less than 0. }}
{{ConfigValue |name=paralyzer|type=bool|defvalue=false |description=Is the weapon a paralyzer? If true the weapon only stuns enemy units and does not cause damage in the form of lost hit-points. }}
{{ConfigValue |name=predictBoost|type=float|defvalue=0  }}
{{ConfigValue |name=projectiles|type=int|defvalue=1  }}
{{ConfigValue |name=proximityPriority|type=float|defvalue=1  }}
{{ConfigValue |name=pulseSpeed|type=float|defvalue=1  }}
{{ConfigValue |name=range|type=float|defvalue=10  }}
{{ConfigValue |name=rechargeDelay|fallback=shieldRechargeDelay|type=float|defvalue=0 |description=The delay in seconds before a shield begins to regenerate after it is hit. }}
{{ConfigValue |name=reloadTime|type=float|defvalue=1  }}
{{ConfigValue |name=rgbColor|type=float3|defvalue=[1, 0.5, 0]  }}
{{ConfigValue |name=rgbColor2|type=float3|defvalue=[1, 1, 1]  }}
{{ConfigValue |name=scrollSpeed|type=float|defvalue=5  }}
{{ConfigValue |name=separation|type=float|defvalue=1  }}
{{ConfigValue |name=shield.alpha|fallback=shieldAlpha|type=float|defvalue=0.2 |description=The alpha transparency of the shield whilst it is visible. }}
{{ConfigValue |name=shield.badColor|fallback=shieldBadColor|type=float3|defvalue=[1, 0.5, 0.5] |description=The RGB colour the shield transitions to as its hit-points are reduced towards 0. }}
{{ConfigValue |name=shield.energyUse|fallback=shieldEnergyUse|type=float|defvalue=0 |description=The amount of the energy resource consumed by the shield to absorb or repulse weapons, continually drained by a repulsor as long as the projectile is in range. }}
{{ConfigValue |name=shield.exterior|fallback=exteriorShield|type=bool|defvalue=false |description=Determines whether or not projectiles fired within the shield's radius can pass through the shield (true) or are intercepted (false). }}
{{ConfigValue |name=shield.force|fallback=shieldForce|type=float|defvalue=0 |description=The force applied by the [#shieldRepulser|repulsor] to the weapon - higher values will deflect weapons away at higher velocities. }}
{{ConfigValue |name=shield.goodColor|fallback=shieldGoodColor|type=float3|defvalue=[0.5, 0.5, 1] |description=The RGB colour the shield transitions to as its hit-points are regenerated towards its maximum [#power]. }}
{{ConfigValue |name=shield.interceptType|fallback=shieldInterceptType|type=unsigned int|defvalue=0 |description=Bitmask representing the types of weapons that this shield can intercept. Each digit of binary that is set to one means that a weapon with the corresponding digit in its [interceptedByShieldType] will be intercepted by this shield (See [Shield Interception Tag] Use). }}
{{ConfigValue |name=shield.maxSpeed|fallback=shieldMaxSpeed|type=float|defvalue=0 |description=The maximum speed the [#shieldRepulser|repulsor] will impart to deflected projectiles. }}
{{ConfigValue |name=shield.power|fallback=shieldPower|type=float|defvalue=0 |description=Essentially the maximum allowed hit-points of the shield - reduced by the damage of a weapon upon impact. }}
{{ConfigValue |name=shield.powerRegen|fallback=shieldPowerRegen|type=float|defvalue=0 |description=How many hit-points the shield regenerates each second. }}
{{ConfigValue |name=shield.powerRegenEnergy|fallback=shieldPowerRegenEnergy|type=float|defvalue=0 |description=How much energy resource is consumed to regenerate each hit-point. }}
{{ConfigValue |name=shield.radius|fallback=shieldRadius|type=float|defvalue=0 |description=The radius of the circular area the shield covers. }}
{{ConfigValue |name=shield.repulser|fallback=shieldRepulser|type=bool|defvalue=false |description=Does the shield repulse (deflect) projectiles or absorb them? }}
{{ConfigValue |name=shield.smart|fallback=smartShield|type=bool|defvalue=false |description=Determines whether or not projectiles fired by allied units can pass through the shield (true) or are intercepted as enemy weapons are (false). }}
{{ConfigValue |name=shield.startingPower|fallback=shieldStartingPower|type=float|defvalue=0 |description=How many hit-points the shield starts with - otherwise the shield must regenerate from 0 until it reaches maximum [#power]. }}
{{ConfigValue |name=shield.visible|fallback=visibleShield|type=bool|defvalue=false |description=Is the shield visible or not? }}
{{ConfigValue |name=shield.visibleRepulse|fallback=visibleShieldRepulse|type=bool|defvalue=false |description=Is the (hard-coded) repulse effect rendered or not? }}
{{ConfigValue |name=size|type=float|defvalue=  }}
{{ConfigValue |name=sizeDecay|type=float|defvalue=0  }}
{{ConfigValue |name=sizeGrowth|type=float|defvalue=0.5  }}
{{ConfigValue |name=smokeTrail|type=bool|defvalue=false  }}
{{ConfigValue |name=soundHitDry|fallback=soundHit|type=string|defvalue=""  }}
{{ConfigValue |name=soundHitDryVolume|fallback=soundHitVolume|type=float|defvalue=-1  }}
{{ConfigValue |name=soundHitWet|fallback=soundHit|type=string|defvalue=""  }}
{{ConfigValue |name=soundHitWetVolume|fallback=soundHitVolume|type=float|defvalue=-1  }}
{{ConfigValue |name=soundStart|type=string|defvalue=""  }}
{{ConfigValue |name=soundStartVolume|type=float|defvalue=-1  }}
{{ConfigValue |name=soundTrigger|type=bool|defvalue=true  }}
{{ConfigValue |name=sprayAngle|type=float|defvalue=0  }}
{{ConfigValue |name=stages|type=int|defvalue=5  }}
{{ConfigValue |name=startvelocity|type=float|defvalue=0|minvalue=0.01  }}
{{ConfigValue |name=stockpile|type=bool|defvalue=false |description=Does each round of the weapon have to be built and stockpiled by the player? Will only correctly function for the first of each stockpiled weapons a unit has. }}
{{ConfigValue |name=stockpileTime|fallback=reload|type=float|defvalue=1 |description=The time in seconds taken to stockpile one round of the weapon. }}
{{ConfigValue |name=submissile|type=bool|defvalue=false  }}
{{ConfigValue |name=sweepFire|type=bool|defvalue=false |description=Makes the laser continue firing while it aims for a new target, 'sweeping' across the terrain. Somewhat unreliable. }}
{{ConfigValue |name=targetBorder|type=float|defvalue=0|minvalue=-1|maxvalue=1  }}
{{ConfigValue |name=targetMoveError|type=float|defvalue=0  }}
{{ConfigValue |name=targetable|type=int|defvalue=0 |description=Bitmask representing the types of weapon that can intercept this weapon. Each digit of binary that is set to one means that a weapon with the corresponding digit in its [#interceptor] tag will intercept this weapon. Instant-hitting weapons such as [#BeamLaser], [#LightningCannon] and [#Rifle] cannot be targeted. }}
{{ConfigValue |name=textures.1|fallback=texture1|type=string|defvalue=""  }}
{{ConfigValue |name=textures.2|fallback=texture2|type=string|defvalue=""  }}
{{ConfigValue |name=textures.3|fallback=texture3|type=string|defvalue=""  }}
{{ConfigValue |name=textures.4|fallback=texture4|type=string|defvalue=""  }}
{{ConfigValue |name=thickness|type=float|defvalue=2  }}
{{ConfigValue |name=tileLength|type=float|defvalue=200  }}
{{ConfigValue |name=tolerance|type=float|defvalue=3000  }}
{{ConfigValue |name=tracks|type=bool|defvalue=false  }}
{{ConfigValue |name=trajectoryHeight|type=float|defvalue=0  }}
{{ConfigValue |name=turnrate|type=float|defvalue=0  }}
{{ConfigValue |name=turret|type=bool|defvalue=false |description=Does the unit aim within an arc (up-to and including full 360° turret traverse) or always aim along the owner's heading? }}
{{ConfigValue |name=visibleHitFrames|fallback=visibleShieldHitFrames|type=int|defvalue=0 |description=The number of frames a shield becomes visible for when hit. }}
{{ConfigValue |name=waterBounce|type=bool|defvalue=false  }}
{{ConfigValue |name=waterweapon|type=bool|defvalue=false  }}
{{ConfigValue |name=weaponTimer|type=float|defvalue=0  }}
{{ConfigValue |name=weaponType|type=string|defvalue="Cannon"  }}
{{ConfigValue |name=weaponVelocity|type=float|defvalue=0|minvalue=0.01  }}
{{ConfigValue |name=weaponacceleration|type=float|defvalue=0  }}
{{ConfigValue |name=wobble|type=float|defvalue=0  }}

Revision as of 10:40, 15 May 2013

WeaponDefs

List

(last update: )

THIS SECTION IS AUTOMATICALLY GENERATED! DON'T EDIT IT!