Weapon Variables
From Spring
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.