Weapon Variables: Difference between revisions

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<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.</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>Beamtime=3;</TD>
<TD>Beamtime=3;</TD>
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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 02:12, 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 (Note: If set to 0, will automatically round up to 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


NOTE: "Boolean" means the variable is either a 1 or a 0, where 1 means YES and 0 means NO.