WeaponScript.TurningAbility: Difference between revisions
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Latest revision as of 08:45, 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 |
Turning Ability
Floating point value that 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 means the missile doesn't turn at all
Defaults to 0.1.