User:Jk/WeaponDefs
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WeaponDefs
List
(last update: 103.0)
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| When false, the weapon is blocked from fireing till AimWeapon() returns. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 1 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| 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 an interceptor weapon will fire on targetable weapons. | |||||
| alias areaOfEffect
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 8 | ||||
| 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 areaOfEffect
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 8 | ||||
| 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-dependent damage formula, 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 the damage curve 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-dependent damage can drop to. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| If set to non-zero values the weapon will use this value in the range-dependant damage formula 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 | |
|---|---|---|---|---|---|
| float | 3640 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| Flighttime of missiles in seconds. | |||||
| 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-model projectiles. 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 its targetable tag 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's damage can 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 accuracy
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "Weapon" | ||||
| The descriptive name of 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 cause damage in 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 shieldArmorType
|
type | default | min | max | |
|---|---|---|---|---|---|
| string | "default" | ||||
| Specifies the armorclass of the shield; you can input either an armorclass name OR a unitdef name to share that unit's armorclass | |||||
| 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 not projectiles fired 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 the damage of 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) projectiles or absorb them? | |||||
| alias smartShield
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Determines whether or not projectiles fired 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 visibleShieldHitFrames
|
type | default | min | max | |
|---|---|---|---|---|---|
| int | 0 | ||||
| The number of frames a shield becomes visible for when hit. | |||||
| 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 to stockpile one round of the weapon. | |||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| bool | false | ||||
| Makes BeamLasers continue firing while aiming for a new target, 'sweeping' across the terrain. | |||||
| 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 its interceptor tag 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° turret traverse) or always aim along the owner's heading? | |||||
| 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 maxVelocity
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | 0.01 | |||
| alias acceleration
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||
| alias
|
type | default | min | max | |
|---|---|---|---|---|---|
| float | 0 | ||||