Gamedev:WeaponDefs

From Spring
Revision as of 17:14, 23 August 2012 by Flozi (talk | contribs) (→WeaponTypes: Canon description)
Jump to navigationJump to search

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 number
  • float - A number with decimals.
  • bool - A value which can be true or false.
  • string - Text, or more precisely a string of alphanumeric characters.
  • float[3] - A vector, with three float components, 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 burst and burstRate tags from its reloadTime and uses 5 as its reloadTime instead. This is an OTAism and can be overridden with the manualBombSettings tag. Visually drawn as a billboarded sprite as used by the Cannon, but more commonly used with a 3D model using the model tag. See the #AircraftBomb section for tags specific to this type.
  • BeamLaser
Spawns a beam and does a portion of its total damage each frame. Cannot be script emitted if it has a beamTime longer than one frame. Visually drawn as a Star Trek Phaser-style laser weapon. The largeBeamLaser tag 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 weaponVelocity should be set so as to give an elevation of 45° when firing at the maximum range. Substituting the angle into the trajectory equation and rearranging, we get weaponVelocity = √(range * g) where g is the map gravity, usually around 120 for most Spring maps (You can use the myGravity tag if you want to be exact). Visually drawn as a billboarded sprite. See the #Cannon section for tags specific to this type.
  • DGun
TODO
  • EmgCannon
TODO
  • Flame
TODO
  • LaserCannon
The OTA-style laser. Probably one of the least annoying weapons in the engine. Its length is defined by the duration tag (together with the speed), BTW.
  • LightningCannon
TODO
  • Melee
TODO
  • 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 

Lorem ipsum dolor sit amet.

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)

'Spring Tutorial Game' WeaponDefs