Gamedev:WeaponDefs: Difference between revisions
m →WeaponTypes: BeamLaser - instanthit |
→WeaponTypes: DGun, EmgCannon, LaserCannon, LightningCannon, Melee |
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{{ItemType | {{ItemType | ||
|name = AircraftBomb | |name = AircraftBomb | ||
|description = Drops a ballistic projectile at the same movement vector as the unit itself. Intended only for aircraft. By default the type automatically calculates its <code>burst</code> and <code>burstRate</code> tags from its <code>reloadTime</code> and uses 5 as its <code>reloadTime</code> instead. This is an [[OTAism]] and can be overridden with the <code>manualBombSettings</code> tag. Visually drawn as a billboarded sprite as used by the '''<code>Cannon</code>''', but more commonly used with a 3D model | |description = Drops a ballistic projectile at the same movement vector as the unit itself. Intended only for aircraft. By default the type automatically calculates its <code>burst</code> and <code>burstRate</code> tags from its <code>reloadTime</code> and uses 5 as its <code>reloadTime</code> instead. This is an [[OTAism]] and can be overridden with the <code>manualBombSettings</code> tag. Visually drawn as a billboarded sprite as used by the '''<code>Cannon</code>''', but more commonly used with a 3D model. See the [[#AircraftBomb]] section for tags specific to this type. | ||
}} | }} | ||
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{{ItemType | {{ItemType | ||
|name = Cannon | |name = Cannon | ||
|description = The default '''WeaponType'''. Fires a ballistic projectile, for the best result (without under/overshooting) the <code>weaponVelocity</code> should be set so as to give an elevation of 45° when firing at the maximum <code>range</code>. Substituting the angle into the [http://en.wikipedia.org/wiki/Trajectory#Range_and_height trajectory equation] and rearranging, we get: <code><pre>weaponVelocity = √(range * g)</pre></code> where <code>g</code> is the map gravity, usually around <code>120</code> for most Spring maps (You can use the <code>myGravity</code> tag if you want to be exact). Visually drawn as a billboarded sprite. See the [[#Cannon]] section for tags specific to this type. | |description = The default '''WeaponType'''. Fires a ballistic projectile, for the best result (without under/overshooting) the <code>weaponVelocity</code> should be set so as to give an elevation of 45° when firing at the maximum <code>range</code>. Substituting the angle into the [http://en.wikipedia.org/wiki/Trajectory#Range_and_height trajectory equation] and rearranging, we get: <code><pre>weaponVelocity = √(range * g)</pre></code> where <code>g</code> is the map gravity, usually around <code>120</code> for most Spring maps (You can use the <code>myGravity</code> tag if you want to be exact). Visually drawn as a billboarded sprite or 3D model. See the [[#Cannon]] section for tags specific to this type. | ||
}} | }} | ||
{{ItemType | {{ItemType | ||
|name = DGun | |name = DGun | ||
|description = | |description = Fires a line-of-sight or ballistic projectile (selected via the <code>gravityAffected</code> tag). Visually represented by a fireball effect that cannot be customised, however it can be replaced by a 3D model. The name and visual effect are [[OTAism]]s. See the [[#DGun]] section for tags specific to this type. | ||
}} | }} | ||
{{ItemType | {{ItemType | ||
|name = EmgCannon | |name = EmgCannon | ||
|description = | |description = A line-of-sight weapon. Visually drawn as a billboarded sprite very similar to that of the '''<code>Cannon</code>''', however not as customisable, or a 3D model. The name is another [[OTAism]]. See the [[#EmgCannon]] section for tags specific to this type. | ||
}} | }} | ||
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{{ItemType | {{ItemType | ||
|name = LaserCannon | |name = LaserCannon | ||
|description = | |description = A particularly versatile line-of-sight weapon. Visually drawn like a [http://en.wikipedia.org/wiki/Star_Wars Star Wars] Blaster-style laser weapon, or a 3D model. See the [[#LaserCannon]] section for tags specific to this type. | ||
}} | }} | ||
{{ItemType | {{ItemType | ||
|name = LightningCannon | |name = LightningCannon | ||
|description = | |description = An instant-hit weapon similar to the '''<code>BeamLaser</code>'''. Visually drawn like [http://en.wikipedia.org/wiki/Star_Wars Star Wars] 'Force Lightning' or [http://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert CnC: Red Alert] [http://en.wikipedia.org/wiki/Tesla_coil Tesla Coil] weapons, the effect is not very customisable. See the [[#LightningCannon]] section for tags specific to this type. | ||
}} | }} | ||
{{ItemType | {{ItemType | ||
|name = Melee | |name = Melee | ||
|description = | |description = A weapon that always damages the target, no ifs or buts; unsurprisingly intended for use as a close quarters [http://en.wikipedia.org/wiki/Melee#Use_in_gaming 'melee'] weapon. It does not fire a projectile and does not care about the line of fire. See the [[#Melee]] section for tags specific to this type. | ||
}} | }} | ||
Revision as of 22:47, 23 August 2012
Location
WeaponDef files are .lua files stored in the Weapons/ directory of a Spring Game. Alternatively they can be integrated into UnitDefs.
Purpose
WeaponDef files have one purpose; to define the properties of weapons. They are the main description file for what attributes your weapon should have and how it should behave.
Source
The engine source code which loads the tags from these files is viewable here:rts/Sim/Weapons/WeaponDefHandler.cpp
Data Types
Tags may be one of the following data types:
int- An integer numberfloat- A number with decimals.bool- A value which can betrueorfalse.string- Text, or more precisely a string of alphanumeric characters.float[3]- A vector, with threefloatcomponents, representing x, y and z axes (y is 'up').
Details
There follows a comprehensive (certain deprecated tags are not present) list of the tags available, their data type, default value and a brief description of what they do. Bear in mind that the source code linked above is the ultimate reference when dealing with these tags.
In lua tables keys (i.e. the tags) should be lower case, here they are represented in camelCase for readability. In your files you may use the lowerkeys function on your final table to ensure the keys are properly cased.
It is usual to name the returned WeaponDef table the internal weaponName desired for the weapon.
WeaponTypes
Spring has 15 WeaponTypes which provide game developers with basic behaviours which they can customise to an extent with the WeaponDef tags. Some of these types are more useful, flexible and reliable than others; particularly Cannon, LaserCannon and MissileLauncher. Some tags are specific to certain WeaponTypes and not implemented for others, this two-way table indicates which tags work for which types.
AircraftBomb
- Drops a ballistic projectile at the same movement vector as the unit itself. Intended only for aircraft. By default the type automatically calculates its
burstandburstRatetags from itsreloadTimeand uses 5 as itsreloadTimeinstead. This is an OTAism and can be overridden with themanualBombSettingstag. Visually drawn as a billboarded sprite as used by theCannon, but more commonly used with a 3D model. See the #AircraftBomb section for tags specific to this type.
BeamLaser
- An instant-hit weapon which spawns a beam and does a portion of its total damage each frame. Cannot be script emitted if it has a
beamTimelonger than one frame. Visually drawn as a Star Trek Phaser-style laser weapon. ThelargeBeamLasertag allows changing the visual effect of the laser, such as using a tileable, scrolling texture without changing the behaviour. See the #BeamLaser section for tags specific to this type.
Cannon
- The default WeaponType. Fires a ballistic projectile, for the best result (without under/overshooting) the
weaponVelocityshould be set so as to give an elevation of 45° when firing at the maximumrange. Substituting the angle into the trajectory equation and rearranging, we get:whereweaponVelocity = √(range * g)
gis the map gravity, usually around120for most Spring maps (You can use themyGravitytag if you want to be exact). Visually drawn as a billboarded sprite or 3D model. See the #Cannon section for tags specific to this type.
DGun
- Fires a line-of-sight or ballistic projectile (selected via the
gravityAffectedtag). Visually represented by a fireball effect that cannot be customised, however it can be replaced by a 3D model. The name and visual effect are OTAisms. See the #DGun section for tags specific to this type.
EmgCannon
- A line-of-sight weapon. Visually drawn as a billboarded sprite very similar to that of the
Cannon, however not as customisable, or a 3D model. The name is another OTAism. See the #EmgCannon section for tags specific to this type.
Flame
- TODO
LaserCannon
- A particularly versatile line-of-sight weapon. Visually drawn like a Star Wars Blaster-style laser weapon, or a 3D model. See the #LaserCannon section for tags specific to this type.
LightningCannon
- An instant-hit weapon similar to the
BeamLaser. Visually drawn like Star Wars 'Force Lightning' or CnC: Red Alert Tesla Coil weapons, the effect is not very customisable. See the #LightningCannon section for tags specific to this type.
Melee
- A weapon that always damages the target, no ifs or buts; unsurprisingly intended for use as a close quarters 'melee' weapon. It does not fire a projectile and does not care about the line of fire. See the #Melee section for tags specific to this type.
MissileLauncher
- Shoots a smoke-emitting projectile. It can use acceleration, etc. The projectile's lifetime depends on range/maxspeed so a slowly accelerating missile will fall short. It can also use trajectoryheight to have the shot arc but that has trouble with aiming at targets higher or lower than the shooter (see bug report, this REALLY could use some fixing). Pretty versatile weapon overall, if the laser rendering code was ported into this we could pretty much axe the LaserCannon completely.
Rifle
- TODO
Shield
- TODO
StarburstLauncher
- TODO
TorpedoLauncher
- TODO
NoWeapon
- TODO
General
float tagToCopyPaste default: 0.0
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Sub Tables
damage
shield
textures
customParams
The customParams subtable of a WeaponDef allows the game designer to give their weapons custom attributes, which can then be accessed via lua gadgets and widgets. It is a map (key-value pair indexed table) of strings. When accessing these attributes in lua the strings can be turned back into numbers, bools or even tables. This gives great control to game designers to essentially implement their own behaviour tags.
There are no additional tags specific to this subtable
Examples
'Balanced Annihilation' WeaponDefs
'Conflict Terra' WeaponDefs (Most are integrated into their UnitDefs)
'Evolution RTS' WeaponDefs (Most are integrated into their UnitDefs)
'Spring: 1944' WeaponDefs (Implements an OOP paradigm with inheritance)