WeaponScript.Inertia: Difference between revisions
Appearance
Gilmore110j (talk | contribs) Created Page. |
(No difference)
|
Revision as of 06:28, 2 June 2010
| Empires Scripting Documentation |
| Scripting Overview | Vehicle Script Overview | Vehicle Handling Script Overview | Weapon Script Overview | Armor Script Overview | Building Script Overview | Infantry Script Overview | Hint Messages | Loading Screen Script Overview | Tutorials |
| Vehicle Weapon Script Characteristics List |
| General Characteristics | Sound Characteristics | Weapon Characteristics |
| Weapon Characteristics |
| Damage Type | Ammo Type | Damage | MinimalDamage | Falloff | Falloffbase | Speed | Gravity | Heat | Heat To Target | Weight | Cycle Time | Clip Size | Total Ammo Clips | Reload Time | Projectile Spread | Inertia | Explosion Radius | Explosion Force |
| Variables for missiles: Dumb Missile | Homing Missile | Guided Missile | Missile Range | Lock On Time | Lock Range Modifier | Lock On Radius | Countermeasure Effectiveness | Turning Ability |
| Variables for bio: Player Bio Damage | Player Bio Time | Player Bio Interval | Vehicle Bio Damage | Vehicle Bio Time | Vehicle Bio Interval |
| Variables for particles: ExplosionSprite | ExplosionSpeed | Tracer Type |
Inertia
Affects how the speed of the vehicle affects the momentum of the projectile. For example, a higher inertia means vehicle speed will affect the trajectory of the projectile, possibly causing it to veer off from a straight line or shoot farther or shorter.