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	<title>WeaponScript.WeaponCharacteristics - Revision history</title>
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	<updated>2026-09-27T04:33:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.empiresmod.com/index.php?title=WeaponScript.WeaponCharacteristics&amp;diff=7631&amp;oldid=prev</id>
		<title>Gilmore110j: Created Page.</title>
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		<updated>2010-05-08T22:10:38Z</updated>

		<summary type="html">&lt;p&gt;Created Page.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ScriptingDocumentation}}&lt;br /&gt;
{{VehicleWeaponCharacteristicsDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Weapon Characteristics==&lt;br /&gt;
[[WeaponScript.DamageType | Damage Type]]:  The name of a damage type to be used by the resistance system.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.AmmoType | Ammo Type]]:  This value determines what things mg weapons can damage. 0=infantry, 1=infantry+vehicles, 2=buildings+vehicles+infantry.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.Damage | Damage]]:  The amount of damage inflicted to an enemy target on impact.  This value is affected by many things.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.MinimalDamage | MinimalDamage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.Falloff | Falloff]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.Falloffbase | Falloffbase]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.Speed | Speed]]: The initial velocity of the projectile.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.Gravity | Gravity]]: effects of gravity on the projectile, only for projectiles.  Gravity should normally be constant, although this value is often messed with to compansate for short-comings of the speed modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.Heat | Heat]]: Amount of heat inflicted on self when weapon is fired.  Vehicles have 200 heat points before they over-heat.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.Weight | Weight]]: weight in terms of effects on engine and weight restrictions for chassis&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.CycleTime | Cycle Time]]: time between shots in seconds&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.ClipSize | Clip Size]]: number of shots before reload.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.TotalAmmoClips | Total Ammo Clips]]: number of possible reloads.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.ReloadTime | Reload Time]]:  time spent reloading in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.ProjectileSpread | Projectile Spread]]: only applicable to machine guns at the moment.  A value of 1 is likely a full 180 degree cone.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.HeatToTarget | Heat To Target]]: Amount of heat inflicted on the target upon impact. (not included the heat added by the damage to heat modifier of armor).&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.Inertia | Inertia]]: Determines if the velocity of the vehicle firing the weapon affects the velocity of the projectile fired.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.ExplosionRadius | Explosion Radius]]: The amount of area around the impact location of a projectile affected by the impact.  Making this value too large can bog-down servers.  Current range is from 0 to 2000+.&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.ExplosionForce | Explosion Force]]: amount of concussive force applied to physics objects in the blast radius.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variables for missiles===&lt;br /&gt;
&lt;br /&gt;
[[WeaponScript.DumbMissile | Dumb Missile]]: &amp;#039;1&amp;#039; if missile flies straight ahead&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.HomingMissile | Homing Missile]]: &amp;#039;1&amp;#039; if missile flies towards locked on target&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.GuidedMissile | Guided Missile]]: &amp;#039;1&amp;#039; if missile follows crosshairs after launch&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.MissileRange | Missile Range]]: max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player&amp;#039;s crosshairs&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.LockOnTime | Lock On Time]]: time it takes for a homing missile to lock onto the target under the player crosshairs&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.LockRangeModifier | Lock Range Modifier]]: modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.CountermeasureEffectiveness | Countermeasure Effectiveness]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.TurningAbility | Turning Ability]]: determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn&amp;#039;t turn at all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variables for bio damage===&lt;br /&gt;
[[WeaponScript.PlayerBioDamage | Player Bio Damage]]: damage inflicted to players every interval&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.PlayerBioTime | Player Bio Time]]: total time to inflict damage to players&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.PlayerBioInterval | Player Bio Interval]]: time inbetween each infliction of damage to players&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.VehicleBioDamage | Vehicle Bio Damage]]: damage inflicted to a vehicle every interval&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.VehicleBioTime | Vehicle Bio Time]]: total time to inflict damage to s vehicle&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.VehicleBioInterval | Vehicle Bio Interval]]: time inbetween each infliction of damage to a vehicle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variables for particles===&lt;br /&gt;
[[WeaponScript.ExplosionSprite | ExplosionSprite]]: explosion sprite to use for explosion, 0 = default, 1 = green (bio), 2 = blue (plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.ExplosionSpeed | ExplosionSpeed]]: how fast the explosion sprite fades (15 is default fps)&amp;lt;br&amp;gt;&lt;br /&gt;
[[WeaponScript.TracerType | Tracer Type]]: Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gilmore110j</name></author>
	</entry>
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