User:Jk/WeaponDefs: Difference between revisions

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{{ConfigValue |name=cameraShake|fallback=damage.default|type=float|defvalue=0|minvalue=0  }}
{{ConfigValue |name=cameraShake|fallback=damage.default|type=float|defvalue=0|minvalue=0  }}
{{ConfigValue |name=canAttackGround|type=bool|defvalue=true  }}
{{ConfigValue |name=canAttackGround|type=bool|defvalue=true  }}
{{ConfigValue |name=cegTag|type=string|defvalue="" |description=The {{taglink|name}}, without prefixes, of a CEG to be emitted by the projectile each frame. }}
{{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=collideEnemy|type=bool|defvalue=true  }}
{{ConfigValue |name=collideFeature|type=bool|defvalue=true  }}
{{ConfigValue |name=collideFeature|type=bool|defvalue=true  }}
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{{ConfigValue |name=commandfire|type=bool|defvalue=false  }}
{{ConfigValue |name=commandfire|type=bool|defvalue=false  }}
{{ConfigValue |name=coreThickness|type=float|defvalue=0.25  }}
{{ConfigValue |name=coreThickness|type=float|defvalue=0.25  }}
{{ConfigValue |name=coverage|type=float|defvalue=0 |description=The radius in elmos within which an {{taglink|interceptor}} weapon will fire on {{taglink|targetable}} weapons. }}
{{ConfigValue |name=coverage|type=float|defvalue=0 |description=The radius in elmos within which an{{taglink|interceptor}}weapon will fire on{{taglink|targetable}}weapons. }}
{{ConfigValue |name=craterBoost|type=float|defvalue=0  }}
{{ConfigValue |name=craterBoost|type=float|defvalue=0  }}
{{ConfigValue |name=craterMult|fallback=impulseFactor|type=float|defvalue=1  }}
{{ConfigValue |name=craterMult|fallback=impulseFactor|type=float|defvalue=1  }}
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{{ConfigValue |name=dance|type=float|defvalue=0  }}
{{ConfigValue |name=dance|type=float|defvalue=0  }}
{{ConfigValue |name=duration|type=float|defvalue=0.05  }}
{{ConfigValue |name=duration|type=float|defvalue=0.05  }}
{{ConfigValue |name=dynDamageExp|type=float|defvalue=0 |description=Exponent of the {{taglink|range}}-dependent {{taglink|damage}} formula, the default of 0.0 disables dynamic {{taglink|damage}}, 1.0 means linear scaling, 2.0 quadratic and so on. }}
{{ConfigValue |name=dynDamageExp|type=float|defvalue=0 |description=Exponent of the range-dependent{{taglink|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 {{taglink|damage}} curve is inverted i.e. the weapon does more {{taglink|damage}} at greater {{taglink|range}}s as opposed to less. }}
{{ConfigValue |name=dynDamageInverted|type=bool|defvalue=false |description=If true the{{taglink|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 {{taglink|range}}-dependent {{taglink|damage}} can drop to. }}
{{ConfigValue |name=dynDamageMin|type=float|defvalue=0 |description=The minimum floor value that range-dependent{{taglink|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 {{taglink|range}}-dependant {{taglink|damage}} formula instead of the actual {{taglink|range}}. }}
{{ConfigValue |name=dynDamageRange|type=float|defvalue=0 |description=If set to non-zero values the weapon will use this value in the range-dependant{{taglink|damage}}formula instead of the actual range. }}
{{ConfigValue |name=edgeEffectiveness|type=float|defvalue=0|maxvalue=0.999  }}
{{ConfigValue |name=edgeEffectiveness|type=float|defvalue=0|maxvalue=0.999  }}
{{ConfigValue |name=energyPerShot|type=float|defvalue=0  }}
{{ConfigValue |name=energyPerShot|type=float|defvalue=0  }}
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{{ConfigValue |name=impulseBoost|type=float|defvalue=0  }}
{{ConfigValue |name=impulseBoost|type=float|defvalue=0  }}
{{ConfigValue |name=impulseFactor|type=float|defvalue=1  }}
{{ConfigValue |name=impulseFactor|type=float|defvalue=1  }}
{{ConfigValue |name=intensity|type=float|defvalue=0.9 |description=Alpha transparency for non-3D {{taglink|model}} {{taglink|projectiles}}. Lower values are more opaque, but 0.0 will cause the projectile to disappear entirely. }}
{{ConfigValue |name=intensity|type=float|defvalue=0.9 |description=Alpha transparency for non-3D{{taglink|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 {{taglink|interceptor}}s may target the same projectile. }}
{{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=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 {{taglink|targetable}} tag will be intercepted by this weapon. }}
{{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{{taglink|targetable}}tag will be intercepted by this weapon. }}
{{ConfigValue |name=largeBeamLaser|type=bool|defvalue=false  }}
{{ConfigValue |name=largeBeamLaser|type=bool|defvalue=false  }}
{{ConfigValue |name=laserFlareSize|type=float|defvalue=15  }}
{{ConfigValue |name=laserFlareSize|type=float|defvalue=15  }}
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{{ConfigValue |name=lodDistance|type=int|defvalue=1000  }}
{{ConfigValue |name=lodDistance|type=int|defvalue=1000  }}
{{ConfigValue |name=metalPerShot|type=float|defvalue=0  }}
{{ConfigValue |name=metalPerShot|type=float|defvalue=0  }}
{{ConfigValue |name=minIntensity|type=float|defvalue=0 |description=The minimum percentage the weapon's {{taglink|damage}} can fall-off to over its {{taglink|range}}. Setting to 1.0 will disable fall off entirely. Unrelated to the visual-only [[{{taglink|intensity}}]] tag. }}
{{ConfigValue |name=minIntensity|type=float|defvalue=0 |description=The minimum percentage the weapon's{{taglink|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=model|type=string|defvalue=""  }}
{{ConfigValue |name=myGravity|type=float|defvalue=0  }}
{{ConfigValue |name=myGravity|type=float|defvalue=0  }}
{{ConfigValue |name=name|type=string|defvalue="Weapon" |description=The descriptive {{taglink|name}} of the weapon as listed in FPS mode. }}
{{ConfigValue |name=name|type=string|defvalue="Weapon" |description=The descriptive{{taglink|name}}of the weapon as listed in FPS mode. }}
{{ConfigValue |name=noExplode|type=bool|defvalue=false  }}
{{ConfigValue |name=noExplode|type=bool|defvalue=false  }}
{{ConfigValue |name=noGap|type=bool|defvalue=true  }}
{{ConfigValue |name=noGap|type=bool|defvalue=true  }}
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{{ConfigValue |name=ownerExpAccWeight|type=float|defvalue=  }}
{{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=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 {{taglink|paralyzer}}? If true the weapon only stuns enemy units and does not cause {{taglink|damage}} in the form of lost hit-points. }}
{{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{{taglink|damage}}in the form of lost hit-points. }}
{{ConfigValue |name=predictBoost|type=float|defvalue=0  }}
{{ConfigValue |name=predictBoost|type=float|defvalue=0  }}
{{ConfigValue |name=projectiles|type=int|defvalue=1  }}
{{ConfigValue |name=projectiles|type=int|defvalue=1  }}
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{{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.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.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 {{taglink|range}}. }}
{{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 {{taglink|projectiles}} fired within the shield's radius can pass through the shield (true) or are intercepted (false). }}
{{ConfigValue |name=shield.exterior|fallback=exteriorShield|type=bool|defvalue=false |description=Determines whether or not{{taglink|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 repulsor to the weapon - higher values will deflect weapons away at higher velocities. }}
{{ConfigValue |name=shield.force|fallback=shieldForce|type=float|defvalue=0 |description=The force applied by the 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.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 [{{taglink|interceptedByShieldType}}] will be intercepted by this shield (See [Shield Interception Tag] Use). }}
{{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 repulsor will impart to deflected {{taglink|projectiles}}. }}
{{ConfigValue |name=shield.maxSpeed|fallback=shieldMaxSpeed|type=float|defvalue=0 |description=The maximum speed the 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 {{taglink|damage}} of a weapon upon impact. }}
{{ConfigValue |name=shield.power|fallback=shieldPower|type=float|defvalue=0 |description=Essentially the maximum allowed hit-points of the shield - reduced by the{{taglink|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.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.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.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) {{taglink|projectiles}} or absorb them? }}
{{ConfigValue |name=shield.repulser|fallback=shieldRepulser|type=bool|defvalue=false |description=Does the shield repulse (deflect){{taglink|projectiles}}or absorb them? }}
{{ConfigValue |name=shield.smart|fallback=smartShield|type=bool|defvalue=false |description=Determines whether or not {{taglink|projectiles}} fired by allied units can pass through the shield (true) or are intercepted as enemy weapons are (false). }}
{{ConfigValue |name=shield.smart|fallback=smartShield|type=bool|defvalue=false |description=Determines whether or not{{taglink|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.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.visible|fallback=visibleShield|type=bool|defvalue=false |description=Is the shield visible or not? }}
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{{ConfigValue |name=stages|type=int|defvalue=5  }}
{{ConfigValue |name=stages|type=int|defvalue=5  }}
{{ConfigValue |name=startvelocity|type=float|defvalue=0|minvalue=0.01  }}
{{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 {{taglink|stockpile}}d by the player? Will only correctly function for the first of each {{taglink|stockpile}}d weapons a unit has. }}
{{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 {{taglink|stockpile}} one round of the weapon. }}
{{ConfigValue |name=stockpileTime|fallback=reload|type=float|defvalue=1 |description=The time in seconds taken to{{taglink|stockpile}}one round of the weapon. }}
{{ConfigValue |name=submissile|type=bool|defvalue=false  }}
{{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=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=targetBorder|type=float|defvalue=0|minvalue=-1|maxvalue=1  }}
{{ConfigValue |name=targetMoveError|type=float|defvalue=0  }}
{{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 {{taglink|interceptor}} tag will intercept this weapon. Instant-hitting weapons such as [#BeamLaser], [#LightningCannon] and [#Rifle] cannot be targeted. }}
{{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{{taglink|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.1|fallback=texture1|type=string|defvalue=""  }}
{{ConfigValue |name=textures.2|fallback=texture2|type=string|defvalue=""  }}
{{ConfigValue |name=textures.2|fallback=texture2|type=string|defvalue=""  }}
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{{ConfigValue |name=trajectoryHeight|type=float|defvalue=0  }}
{{ConfigValue |name=trajectoryHeight|type=float|defvalue=0  }}
{{ConfigValue |name=turnrate|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° {{taglink|turret}} traverse) or always aim along the owner's heading? }}
{{ConfigValue |name=turret|type=bool|defvalue=false |description=Does the unit aim within an arc (up-to and including full 360°{{taglink|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=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=waterBounce|type=bool|defvalue=false  }}

Revision as of 11:41, 15 May 2013

WeaponDefs

List

(last update: )

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

impactOnly impactOnly dance dance trajectoryHeight trajectoryHeight bounceSlip bounceSlip paralyzer paralyzer dynDamageInverted dynDamageInverted collideEnemy collideEnemy shield.power shield.power shield.powerRegenEnergy shield.powerRegenEnergy collideGround collideGround interceptSolo interceptSolo fireStarter fireStarter waterweapon waterweapon avoidGround avoidGround leadBonus leadBonus weaponVelocity weaponVelocity noGap noGap turnrate turnrate noExplode noExplode shield.smart shield.smart dynDamageExp dynDamageExp rgbColor rgbColor projectiles projectiles beamburst beamburst pulseSpeed pulseSpeed shield.exterior shield.exterior shield.goodColor shield.goodColor soundHitDryVolume soundHitDryVolume minIntensity minIntensity name name rgbColor2 rgbColor2 laserFlareSize laserFlareSize shield.visibleRepulse shield.visibleRepulse beamTTL beamTTL dynDamageMin dynDamageMin soundHitWet soundHitWet weaponTimer weaponTimer predictBoost predictBoost shield.maxSpeed shield.maxSpeed burst burst impulseFactor impulseFactor collisionSize collisionSize coreThickness coreThickness intensity intensity lodDistance lodDistance hardstop hardstop duration duration interceptor interceptor flighttime flighttime shield.visible shield.visible thickness thickness beamtime beamtime tolerance tolerance commandfire commandfire colormap colormap shield.energyUse shield.energyUse visibleHitFrames visibleHitFrames flameGfxTime flameGfxTime soundStart soundStart numBounce numBounce tracks tracks shield.alpha shield.alpha separation separation textures.1 textures.1 shield.startingPower shield.startingPower textures.3 textures.3 sizeGrowth sizeGrowth cylinderTargeting cylinderTargeting soundHitDry soundHitDry targetable targetable damage.default damage.default weaponType weaponType scrollSpeed scrollSpeed range range wobble wobble gravityAffected gravityAffected cameraShake cameraShake fireSubmersed fireSubmersed craterMult craterMult fixedLauncher fixedLauncher bounceRebound bounceRebound areaOfEffect areaOfEffect proximityPriority proximityPriority highTrajectory highTrajectory textures.2 textures.2 size size tileLength tileLength largeBeamLaser largeBeamLaser turret turret textures.4 textures.4 myGravity myGravity edgeEffectiveness edgeEffectiveness canAttackGround canAttackGround shield.powerRegen shield.powerRegen explosionGenerator explosionGenerator rechargeDelay rechargeDelay heightmod heightmod bounceExplosionGenerator bounceExplosionGenerator sprayAngle sprayAngle startvelocity startvelocity energyPerShot energyPerShot metalPerShot metalPerShot shield.radius shield.radius shield.badColor shield.badColor impulseBoost impulseBoost falloffRate falloffRate targetMoveError targetMoveError soundTrigger soundTrigger weaponacceleration weaponacceleration soundHitWetVolume soundHitWetVolume craterBoost craterBoost stages stages groundBounce groundBounce alwaysVisible alwaysVisible smokeTrail smokeTrail stockpileTime stockpileTime shield.interceptType shield.interceptType beamDecay beamDecay burstRate burstRate shield.repulser shield.repulser sweepFire sweepFire collideFriendly collideFriendly waterBounce waterBounce id id shield.force shield.force reloadTime reloadTime explosionScar explosionScar alphaDecay alphaDecay damage damage burnblow burnblow collideFeature collideFeature accuracy accuracy sizeDecay sizeDecay cegTag cegTag customParams customParams noSelfDamage noSelfDamage avoidFeature avoidFeature ownerExpAccWeight ownerExpAccWeight leadLimit leadLimit avoidFriendly avoidFriendly submissile submissile interceptedByShieldType interceptedByShieldType soundStartVolume soundStartVolume coverage coverage paralyzeTime paralyzeTime heightBoostFactor heightBoostFactor dynDamageRange dynDamageRange collideNeutral collideNeutral stockpile stockpile explosionSpeed explosionSpeed model model avoidNeutral avoidNeutral targetBorder targetBorder

alias
type default min max safemode
float 0
alias
type default min max safemode
float 1
alias
type default min max safemode
bool false
alias
type default min max safemode
float 8
alias
type default min max safemode
bool true
alias
type default min max safemode
bool true
alias
type default min max safemode
bool true
alias
type default min max safemode
bool false
alias
type default min max safemode
float 1
alias
type default min max safemode
int 0
alias
type default min max safemode
bool false
alias
type default min max safemode
float 1
alias
type default min max safemode
string ""
alias
type default min max safemode
float 1
alias
type default min max safemode
float 1
alias
type default min max safemode
bool false
alias
type default min max safemode
int 1
alias
type default min max safemode
float 0.1
alias damage.default
type default min max safemode
float 0 0
alias
type default min max safemode
bool true
alias
type default min max safemode
string ""
The name, without prefixes, of a CEG to be emitted by the projectile each frame.
alias
type default min max safemode
bool true
alias
type default min max safemode
bool true
alias
type default min max safemode
bool true
alias
type default min max safemode
bool true
alias
type default min max safemode
bool true
alias
type default min max safemode
float 0.05
alias
type default min max safemode
string ""
alias
type default min max safemode
bool false
alias
type default min max safemode
float 0.25
alias
type default min max safemode
float 0
The radius in elmos within which aninterceptorweapon will fire ontargetableweapons.
alias
type default min max safemode
float 0
alias impulseFactor
type default min max safemode
float 1
alias
type default min max safemode
table
alias cylinderTargetting
type default min max safemode
float 0 0 128
alias
type default min max safemode
table
alias
type default min max safemode
float 1
alias
type default min max safemode
float 0
alias
type default min max safemode
float 0.05
alias
type default min max safemode
float 0
Exponent of the range-dependentdamageformula, the default of 0.0 disables dynamic damage, 1.0 means linear scaling, 2.0 quadratic and so on.
alias
type default min max safemode
bool false
If true thedamagecurve is inverted i.e. the weapon does more damage at greater ranges as opposed to less.
alias
type default min max safemode
float 0
The minimum floor value that range-dependentdamagecan drop to.
alias
type default min max safemode
float 0
If set to non-zero values the weapon will use this value in the range-dependantdamageformula instead of the actual range.
alias
type default min max safemode
float 0 0.999
alias
type default min max safemode
float 0
alias
type default min max safemode
string ""
alias
type default min max safemode
bool true
alias
type default min max safemode
float
alias
type default min max safemode
float 0.5
alias
type default min max safemode
float 0 0 100
The percentage chance of the weapon setting fire to static map features on impact.
alias waterweapon
type default min max safemode
bool false
alias
type default min max safemode
bool false
alias
type default min max safemode
float
alias
type default min max safemode
float 0
alias
type default min max safemode
bool false
alias
type default min max safemode
bool false
alias
type default min max safemode
bool false
alias
type default min max safemode
float -1
alias
type default min max safemode
float 0.2
alias
type default min max safemode
int 2
alias
type default min max safemode
int 0
alias
type default min max safemode
bool false
alias
type default min max safemode
float 0
alias
type default min max safemode
float 1
alias
type default min max safemode
float 0.9
Alpha transparency for non-3Dmodelprojectiles. Lower values are more opaque, but 0.0 will cause the projectile to disappear entirely.
alias
type default min max safemode
bool true
If true no other interceptors may target the same projectile.
alias
type default min max safemode
unsigned int
alias
type default min max safemode
int 0
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 itstargetabletag will be intercepted by this weapon.
alias
type default min max safemode
bool false
alias
type default min max safemode
float 15
alias
type default min max safemode
float 0
alias
type default min max safemode
float -1
alias
type default min max safemode
int 1000
alias
type default min max safemode
float 0
alias
type default min max safemode
float 0
The minimum percentage the weapon'sdamagecan fall-off to over its range. Setting to 1.0 will disable fall off entirely. Unrelated to the visual-only intensity tag.
alias
type default min max safemode
string ""
alias
type default min max safemode
float 0
alias
type default min max safemode
string "Weapon"
The descriptivenameof the weapon as listed in FPS mode.
alias
type default min max safemode
bool false
alias
type default min max safemode
bool true
alias
type default min max safemode
bool false
alias
type default min max safemode
int -1
alias
type default min max safemode
float
alias
type default min max safemode
int 10 0
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.
alias
type default min max safemode
bool false
Is the weapon a paralyzer? If true the weapon only stuns enemy units and does not causedamagein the form of lost hit-points.
alias
type default min max safemode
float 0
alias
type default min max safemode
int 1
alias
type default min max safemode
float 1
alias
type default min max safemode
float 1
alias
type default min max safemode
float 10
alias shieldRechargeDelay
type default min max safemode
float 0
The delay in seconds before a shield begins to regenerate after it is hit.
alias
type default min max safemode
float 1
alias
type default min max safemode
float3 [1, 0.5, 0]
alias
type default min max safemode
float3 [1, 1, 1]
alias
type default min max safemode
float 5
alias
type default min max safemode
float 1
alias shieldAlpha
type default min max safemode
float 0.2
The alpha transparency of the shield whilst it is visible.
alias shieldBadColor
type default min max safemode
float3 [1, 0.5, 0.5]
The RGB colour the shield transitions to as its hit-points are reduced towards 0.
alias shieldEnergyUse
type default min max safemode
float 0
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.
alias exteriorShield
type default min max safemode
bool false
Determines whether or notprojectilesfired within the shield's radius can pass through the shield (true) or are intercepted (false).
alias shieldForce
type default min max safemode
float 0
The force applied by the repulsor to the weapon - higher values will deflect weapons away at higher velocities.
alias shieldGoodColor
type default min max safemode
float3 [0.5, 0.5, 1]
The RGB colour the shield transitions to as its hit-points are regenerated towards its maximum power.
alias shieldInterceptType
type default min max safemode
unsigned int 0
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).
alias shieldMaxSpeed
type default min max safemode
float 0
The maximum speed the repulsor will impart to deflected projectiles.
alias shieldPower
type default min max safemode
float 0
Essentially the maximum allowed hit-points of the shield - reduced by thedamageof a weapon upon impact.
alias shieldPowerRegen
type default min max safemode
float 0
How many hit-points the shield regenerates each second.
alias shieldPowerRegenEnergy
type default min max safemode
float 0
How much energy resource is consumed to regenerate each hit-point.
alias shieldRadius
type default min max safemode
float 0
The radius of the circular area the shield covers.
alias shieldRepulser
type default min max safemode
bool false
Does the shield repulse (deflect)projectilesor absorb them?
alias smartShield
type default min max safemode
bool false
Determines whether or notprojectilesfired by allied units can pass through the shield (true) or are intercepted as enemy weapons are (false).
alias shieldStartingPower
type default min max safemode
float 0
How many hit-points the shield starts with - otherwise the shield must regenerate from 0 until it reaches maximum power.
alias visibleShield
type default min max safemode
bool false
Is the shield visible or not?
alias visibleShieldRepulse
type default min max safemode
bool false
Is the (hard-coded) repulse effect rendered or not?
alias
type default min max safemode
float
alias
type default min max safemode
float 0
alias
type default min max safemode
float 0.5
alias
type default min max safemode
bool false
alias soundHit
type default min max safemode
string ""
alias soundHitVolume
type default min max safemode
float -1
alias soundHit
type default min max safemode
string ""
alias soundHitVolume
type default min max safemode
float -1
alias
type default min max safemode
string ""
alias
type default min max safemode
float -1
alias
type default min max safemode
bool true
alias
type default min max safemode
float 0
alias
type default min max safemode
int 5
alias
type default min max safemode
float 0 0.01
alias
type default min max safemode
bool false
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.
alias reload
type default min max safemode
float 1
The time in seconds taken tostockpileone round of the weapon.
alias
type default min max safemode
bool false
alias
type default min max safemode
bool false
Makes the laser continue firing while it aims for a new target, 'sweeping' across the terrain. Somewhat unreliable.
alias
type default min max safemode
float 0 -1 1
alias
type default min max safemode
float 0
alias
type default min max safemode
int 0
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 itsinterceptortag will intercept this weapon. Instant-hitting weapons such as [#BeamLaser], [#LightningCannon] and [#Rifle] cannot be targeted.
alias texture1
type default min max safemode
string ""
alias texture2
type default min max safemode
string ""
alias texture3
type default min max safemode
string ""
alias texture4
type default min max safemode
string ""
alias
type default min max safemode
float 2
alias
type default min max safemode
float 200
alias
type default min max safemode
float 3000
alias
type default min max safemode
bool false
alias
type default min max safemode
float 0
alias
type default min max safemode
float 0
alias
type default min max safemode
bool false
Does the unit aim within an arc (up-to and including full 360°turrettraverse) or always aim along the owner's heading?
alias visibleShieldHitFrames
type default min max safemode
int 0
The number of frames a shield becomes visible for when hit.
alias
type default min max safemode
bool false
alias
type default min max safemode
bool false
alias
type default min max safemode
float 0
alias
type default min max safemode
string "Cannon"
alias
type default min max safemode
float 0 0.01
alias
type default min max safemode
float 0
alias
type default min max safemode
float 0