User:Jk/WeaponDefs
WeaponDefs
List
(last update: )
impactOnly impactOnly dance dance trajectoryHeight trajectoryHeight bounceSlip bounceSlip paralyzer paralyzer dynDamageInverted dynDamageInverted collideEnemy collideEnemy shield.power shield.power shield.powerRegenEnergy shield.powerRegenEnergy collideGround collideGround interceptSolo interceptSolo fireStarter fireStarter waterweapon waterweapon avoidGround avoidGround leadBonus leadBonus weaponVelocity weaponVelocity noGap noGap turnrate turnrate noExplode noExplode shield.smart shield.smart dynDamageExp dynDamageExp rgbColor rgbColor projectiles projectiles beamburst beamburst pulseSpeed pulseSpeed shield.exterior shield.exterior shield.goodColor shield.goodColor soundHitDryVolume soundHitDryVolume minIntensity minIntensity name name rgbColor2 rgbColor2 laserFlareSize laserFlareSize shield.visibleRepulse shield.visibleRepulse beamTTL beamTTL dynDamageMin dynDamageMin soundHitWet soundHitWet weaponTimer weaponTimer predictBoost predictBoost shield.maxSpeed shield.maxSpeed burst burst impulseFactor impulseFactor collisionSize collisionSize coreThickness coreThickness intensity intensity lodDistance lodDistance hardstop hardstop duration duration interceptor interceptor flighttime flighttime shield.visible shield.visible thickness thickness beamtime beamtime tolerance tolerance commandfire commandfire colormap colormap shield.energyUse shield.energyUse visibleHitFrames visibleHitFrames flameGfxTime flameGfxTime soundStart soundStart numBounce numBounce tracks tracks shield.alpha shield.alpha separation separation textures.1 textures.1 shield.startingPower shield.startingPower textures.3 textures.3 sizeGrowth sizeGrowth cylinderTargeting cylinderTargeting soundHitDry soundHitDry targetable targetable damage.default damage.default weaponType weaponType scrollSpeed scrollSpeed range range wobble wobble gravityAffected gravityAffected cameraShake cameraShake fireSubmersed fireSubmersed craterMult craterMult fixedLauncher fixedLauncher bounceRebound bounceRebound areaOfEffect areaOfEffect proximityPriority proximityPriority highTrajectory highTrajectory textures.2 textures.2 size size tileLength tileLength largeBeamLaser largeBeamLaser turret turret textures.4 textures.4 myGravity myGravity edgeEffectiveness edgeEffectiveness canAttackGround canAttackGround shield.powerRegen shield.powerRegen explosionGenerator explosionGenerator rechargeDelay rechargeDelay heightmod heightmod bounceExplosionGenerator bounceExplosionGenerator sprayAngle sprayAngle startvelocity startvelocity energyPerShot energyPerShot metalPerShot metalPerShot shield.radius shield.radius shield.badColor shield.badColor impulseBoost impulseBoost falloffRate falloffRate targetMoveError targetMoveError soundTrigger soundTrigger weaponacceleration weaponacceleration soundHitWetVolume soundHitWetVolume craterBoost craterBoost stages stages groundBounce groundBounce alwaysVisible alwaysVisible smokeTrail smokeTrail stockpileTime stockpileTime shield.interceptType shield.interceptType beamDecay beamDecay burstRate burstRate shield.repulser shield.repulser sweepFire sweepFire collideFriendly collideFriendly waterBounce waterBounce id id shield.force shield.force reloadTime reloadTime explosionScar explosionScar alphaDecay alphaDecay damage damage burnblow burnblow collideFeature collideFeature accuracy accuracy sizeDecay sizeDecay cegTag cegTag customParams customParams noSelfDamage noSelfDamage avoidFeature avoidFeature ownerExpAccWeight ownerExpAccWeight leadLimit leadLimit avoidFriendly avoidFriendly submissile submissile interceptedByShieldType interceptedByShieldType soundStartVolume soundStartVolume coverage coverage paralyzeTime paralyzeTime heightBoostFactor heightBoostFactor dynDamageRange dynDamageRange collideNeutral collideNeutral stockpile stockpile explosionSpeed explosionSpeed model model avoidNeutral avoidNeutral targetBorder targetBorder
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 8 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.1 | ||||
| alias damage.default
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | 0 | |||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| The name, without prefixes, of a CEG to be emitted by the projectile each frame. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.05 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.25 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| The radius in elmos within which aninterceptorweapon will fire ontargetableweapons. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias impulseFactor
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| table | |||||
| alias cylinderTargetting
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | 0 | 128 | ||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| table | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.05 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| Exponent of the range-dependentdamageformula, the default of 0.0 disables dynamic damage, 1.0 means linear scaling, 2.0 quadratic and so on. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| If true thedamagecurve is inverted i.e. the weapon does more damage at greater ranges as opposed to less. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| The minimum floor value that range-dependentdamagecan drop to. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| If set to non-zero values the weapon will use this value in the range-dependantdamageformula instead of the actual range. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | 0.999 | |||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.5 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | 0 | 100 | ||
| The percentage chance of the weapon setting fire to static map features on impact. | |||||
| alias waterweapon
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | -1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.2 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 2 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.9 | ||||
| Alpha transparency for non-3Dmodelprojectiles. Lower values are more opaque, but 0.0 will cause the projectile to disappear entirely. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| If true no other interceptors may target the same projectile. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| unsigned int | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 0 | ||||
| Bitmask representing the types of weapons that this weapon can intercept. Each digit of binary that is set to one means that a weapon with the corresponding digit in itstargetabletag will be intercepted by this weapon. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 15 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | -1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 1000 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| The minimum percentage the weapon'sdamagecan fall-off to over its range. Setting to 1.0 will disable fall off entirely. Unrelated to the visual-only intensity tag. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "Weapon" | ||||
| The descriptivenameof the weapon as listed in FPS mode. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | -1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 10 | 0 | |||
| Determines the maximum length of time in seconds that the target will be paralyzed. The timer is restarted every time the target is hit by the weapon. Cannot be less than 0. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Is the weapon a paralyzer? If true the weapon only stuns enemy units and does not causedamagein the form of lost hit-points. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 10 | ||||
| alias shieldRechargeDelay
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| The delay in seconds before a shield begins to regenerate after it is hit. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float3 | [1, 0.5, 0] | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float3 | [1, 1, 1] | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 5 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias shieldAlpha
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.2 | ||||
| The alpha transparency of the shield whilst it is visible. | |||||
| alias shieldBadColor
|
type | default | min | max | |
|---|---|---|---|---|---|
| float3 | [1, 0.5, 0.5] | ||||
| The RGB colour the shield transitions to as its hit-points are reduced towards 0. | |||||
| alias shieldEnergyUse
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| The amount of the energy resource consumed by the shield to absorb or repulse weapons, continually drained by a repulsor as long as the projectile is in range. | |||||
| alias exteriorShield
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Determines whether or notprojectilesfired within the shield's radius can pass through the shield (true) or are intercepted (false). | |||||
| alias shieldForce
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| The force applied by the repulsor to the weapon - higher values will deflect weapons away at higher velocities. | |||||
| alias shieldGoodColor
|
type | default | min | max | |
|---|---|---|---|---|---|
| float3 | [0.5, 0.5, 1] | ||||
| The RGB colour the shield transitions to as its hit-points are regenerated towards its maximum power. | |||||
| alias shieldInterceptType
|
type | default | min | max | |
|---|---|---|---|---|---|
| unsigned int | 0 | ||||
| Bitmask representing the types of weapons that this shield can intercept. Each digit of binary that is set to one means that a weapon with the corresponding digit in its [interceptedByShieldType] will be intercepted by this shield (See [Shield Interception Tag] Use). | |||||
| alias shieldMaxSpeed
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| The maximum speed the repulsor will impart to deflected projectiles. | |||||
| alias shieldPower
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| Essentially the maximum allowed hit-points of the shield - reduced by thedamageof a weapon upon impact. | |||||
| alias shieldPowerRegen
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| How many hit-points the shield regenerates each second. | |||||
| alias shieldPowerRegenEnergy
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| How much energy resource is consumed to regenerate each hit-point. | |||||
| alias shieldRadius
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| The radius of the circular area the shield covers. | |||||
| alias shieldRepulser
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Does the shield repulse (deflect)projectilesor absorb them? | |||||
| alias smartShield
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Determines whether or notprojectilesfired by allied units can pass through the shield (true) or are intercepted as enemy weapons are (false). | |||||
| alias shieldStartingPower
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| How many hit-points the shield starts with - otherwise the shield must regenerate from 0 until it reaches maximum power. | |||||
| alias visibleShield
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Is the shield visible or not? | |||||
| alias visibleShieldRepulse
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Is the (hard-coded) repulse effect rendered or not? | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0.5 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias soundHit
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias soundHitVolume
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | -1 | ||||
| alias soundHit
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias soundHitVolume
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | -1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | -1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | true | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 5 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | 0.01 | |||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Does each round of the weapon have to be built and stockpiled by the player? Will only correctly function for the first of each stockpiled weapons a unit has. | |||||
| alias reload
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| The time in seconds taken tostockpileone round of the weapon. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Makes the laser continue firing while it aims for a new target, 'sweeping' across the terrain. Somewhat unreliable. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | -1 | 1 | ||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 0 | ||||
| Bitmask representing the types of weapon that can intercept this weapon. Each digit of binary that is set to one means that a weapon with the corresponding digit in itsinterceptortag will intercept this weapon. Instant-hitting weapons such as [#BeamLaser], [#LightningCannon] and [#Rifle] cannot be targeted. | |||||
| alias texture1
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias texture2
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias texture3
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias texture4
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "" | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 2 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 200 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 3000 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Does the unit aim within an arc (up-to and including full 360°turrettraverse) or always aim along the owner's heading? | |||||
| alias visibleShieldHitFrames
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 0 | ||||
| The number of frames a shield becomes visible for when hit. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "Cannon" | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | 0.01 | |||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||