Weapon Variables: Difference between revisions
From Spring
Jump to navigationJump to search
SpikedHelmet (talk | contribs) |
|||
| Line 11: | Line 11: | ||
<TR> | <TR> | ||
<TD>AreaOfEffect</TD> | <TD>AreaOfEffect</TD> | ||
<TD> | <TD>How large the weapon's impact explosion is.</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD> | <TD>Ballistic</TD> | ||
<TD> | <TD>Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. See LineOfSight.</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
| Line 72: | Line 72: | ||
<TD>Dropped</TD> | <TD>Dropped</TD> | ||
<TD></TD> | <TD></TD> | ||
<TD></TD> | |||
</TR> | |||
<TR> | |||
<TD>EdgeEffectiveness</TD> | |||
<TD>Determins how much of a weapon's damage is done at the very outer edge of its areaofeffect radius (in decimels, ie, =1 and the damage will be the same as in the middle, .1 and the damage will be only 10% of the weapon's default damage). </TD> | |||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
| Line 106: | Line 111: | ||
<TR> | <TR> | ||
<TD>LineOfSight</TD> | <TD>LineOfSight</TD> | ||
<TD> | <TD>Set to 1 for weapons that ignore gravity and travel in a straight line, such as lasers. (See Ballistic)</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
| Line 116: | Line 121: | ||
<TR> | <TR> | ||
<TD>Model</TD> | <TD>Model</TD> | ||
<TD>The model for the projectile</TD> | <TD>The 3do or 3so filename model for the projectile (ie SuperRocket.3do)</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
<TR> | <TR> | ||
<TD>MovingAccuracy</TD> | <TD>MovingAccuracy</TD> | ||
<TD></TD> | <TD>A weapon's accuracy while moving.</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
| Line 211: | Line 216: | ||
<TR> | <TR> | ||
<TD>StartVelocity</TD> | <TD>StartVelocity</TD> | ||
<TD></TD> | <TD>The starting speed of the weapon as it is fired</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
| Line 261: | Line 266: | ||
<TR> | <TR> | ||
<TD>Turret</TD> | <TD>Turret</TD> | ||
<TD></TD> | <TD>Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing (ie aircraft weapons)</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
| Line 271: | Line 276: | ||
<TR> | <TR> | ||
<TD>VLaunch</TD> | <TD>VLaunch</TD> | ||
<TD> | <TD>Set to 1 to launch rockets vertically, ie Krogoth, Diplomat etc rockets</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
| Line 281: | Line 286: | ||
<TR> | <TR> | ||
<TD>WeaponAcceleration</TD> | <TD>WeaponAcceleration</TD> | ||
<TD></TD> | <TD>Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
| Line 291: | Line 296: | ||
<TR> | <TR> | ||
<TD>WeaponVelocity</TD> | <TD>WeaponVelocity</TD> | ||
<TD></TD> | <TD>The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity (see WeaponAcceleration)</TD> | ||
<TD></TD> | <TD></TD> | ||
</TR> | </TR> | ||
Revision as of 01:20, 13 September 2006
Weapon Variable Descriptions
| Variable | Description | Examples |
|---|---|---|
| Accuracy | How inaccurate a weapon is. | |
| AreaOfEffect | How large the weapon's impact explosion is. | |
| Ballistic | Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. See LineOfSight. | |
| BeamLaser | ||
| BeamTime* | How long to fire the laser before waiting for ReloadTime to start. | |
| BeamWeapon | ||
| BurnBlow | The weapon blows up at the end of its range | |
| Burst | How many shots are in a burst. | |
| BurstRate | How fast the Burst fires. | |
| Color2 | Saturation | |
| Color | Hue | |
| CommandFire | The weapon must be manually activated for each shot. | |
| Coverage | The range for anti-weapon weapons, like antinukes. | |
| Dropped | ||
| EdgeEffectiveness | Determins how much of a weapon's damage is done at the very outer edge of its areaofeffect radius (in decimels, ie, =1 and the damage will be the same as in the middle, .1 and the damage will be only 10% of the weapon's default damage). | |
| EnergyPerShot | Energy used per shot. | |
| FireStarter | How likely the weapon will set trees on fire. | |
| Guidance | ||
| ImpulseFactor | ||
| Intensity | Alpha of the laser, default is 0.9 | |
| Interceptor | Can intercept projectiles. I.E. Anti-Nuke | |
| LineOfSight | Set to 1 for weapons that ignore gravity and travel in a straight line, such as lasers. (See Ballistic) | |
| MetalPerShot | Metal used per shot. | |
| Model | The 3do or 3so filename model for the projectile (ie SuperRocket.3do) | |
| MovingAccuracy | A weapon's accuracy while moving. | |
| NoExplode | ||
| NoSelfDamage | Do no damage to self. | |
| Paralyzer | Can this weapon paralyze units or not. | |
| PlasmaRepulser | ||
| Range | The range of the weapon | |
| ReloadTime | The amount of time between shots. | |
| Rendertype | ||
| RepulseEnergy | ||
| RepulseForce | ||
| RepulseRange | ||
| RepulseSpeed | ||
| Selfprop | ||
| SmokeTrail | Does the projectile leave a smoke trail. | |
| SoundHit | The sound made whe the weapon hits. | |
| SoundStart | The sound made when the weapon begins to fire. | |
| SoundTrigger | ||
| SprayAngle | How wide the the angle of a burst from a burst weapon can be. | |
| StartVelocity | The starting speed of the weapon as it is fired | |
| Stockpile | Is this weapon Stockpiled. | |
| Targetable | Can the weapon be targeted by an interceptor? | |
| TargetMoveError | ||
| Thickness | Thickness of the laser, default is 2. | |
| ToAirWeapon | Only target Aircraft. | |
| Tolerance | ||
| Tracks | Does it track it's targets. | |
| TrajectoryHeight | ||
| Turnrate | How fast a guided weapon can turn. | |
| Turret | Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing (ie aircraft weapons) | |
| TwoPhase | ||
| VLaunch | Set to 1 to launch rockets vertically, ie Krogoth, Diplomat etc rockets | |
| WaterWeapon | ||
| WeaponAcceleration | Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity. | |
| WeaponTimer | ||
| WeaponVelocity | The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity (see WeaponAcceleration) | |
| Wobble |
If beamtime == 0 it is rounded up to one.