Vehicle Weapon Appendix
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Following is an index of all the weapons that can be used to equipped during vehicle customization.
Vehicle Weapons
There are some discrepancies in the scripts regarding the notes and the in game. The :Projectile Spread for missiles is not clear, as the notes indicate spread is only applicable to machine guns at the moment.
Name: Name of the weapon
- Description: Description of the weapon
- Size: Number of slots the weapon takes
- Cost: Cost per weapon
- Research: Research tree required to unlock.
- Damage: Damage per hit, damage caused by bio effects are listed after
- Speed: Speed of the projectile, only affects cannons and missiles, although it is used for the tracer effects from machine guns. Used with the "Speed To Damage Modifier" value on armor.
- Gravity: effect that gravity has on the shot. Lower values result in less effect and a longer, flatter arc. Only affects cannons.
- Heat: Heat added per shot fired
- Weight: weight of the weapon
- Cycle Time: time between shots
- Clip Size: ammo loaded per reloads
- Total Ammo Clips: max ammo clips carried (0 is the same as not using clips)
- Reload Time: time to load one clip, if Total Ammo Clips is '0', time to reload one unit of ammo
- Projectile Spread: Accuracy. Notes in the script fire indicate this value only affects machine guns, however in game behavior seems to suggest that this also affects missiles.
- Heat To Target: Heat added to target per hit
- Falloff
- Falloff: ?
- Falloffbase: ?
- Minimal Damage: ?
Dumb Missile/Homing Missile/Guided Missile: type of missile
Missile Range: max range in HL2 units 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's crosshairs
Lock On Time: time it takes for a homing missile to lock onto the target under the player crosshairs
Lock On Radius: this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target) it defines a box around the crosshair, and a target must be within this box to be homed on and its Size decreases with range
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)
Countermeasure Effectiveness: Not yet implemented but included in info. A percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is in between it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
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't turn at all
Machine Guns
Name Standard Machine Gun
- Description A small machine gun that fires bullets with common properties.
- Size 1
- Cost 95
- Research None
- Damage 40
- Heat 0.1
- Weight 30
- Cycle Time 0.1
- Clip Size 50
- Total Ammo Clips 3
- Reload Time 2.0
- Projectile Spread 0.012
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.8
- Minimal Damage 32
Name Bio Machine Gun
- Description A small machine gun that fires bullets containing infectious material to do continual damage to a target.
- Size 2
- Cost 120
- Research Biology -> Biological Weaponry -> Biological Projectile
- Damage 5
- Heat 0.5
- Weight 50
- Cycle Time 0.2
- Clip Size 50
- Total Ammo Clips 4
- Reload Time 2.0
- Projectile Spread 0.03
- Heat To Target 0
- Total Damage = (Damage)* seconds (Interval)*duration of effect(Time) all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
- Player Bio Damage
- 4 //Damage inflicted to players every interval
- Player Bio Time
- 20 //total time to inflict Damage to players
- Player Bio Interval
- 1 //time inbetween each infliction of Damage to players
- Vehicle Bio Damage
- 4 //Damage inflicted to vehicles every interval
- Vehicle Bio Time
- 20 //total time to inflict Damage to vehicles
- Vehicle Bio Interval
- 1 //time inbetween each infliction of Damage to vehicles
- Falloff 2500
- Falloffbase 0.8
- Minimal Damage 4
Name .50 Cal Medium MG
- Description A heavier .50 caliber firing medium machine gun.
- Size 2
- Cost 120
- Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
- Damage 50
- Speed 1000
- Gravity 0
- Heat 0.2
- Weight 70
- Cycle Time 0.06
- Clip Size 75
- Total Ammo Clips 5
- Reload Time 5.0
- Projectile Spread 0.01
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.9
- Minimal Damage 45
Name .50 Cal Heavy MG
- Description A heavier .50 caliber firing heavy machine gun.
- Size 3
- Cost 145
- Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
- Damage 60
- Speed 1000
- Gravity 0
- Heat 0.2
- Weight 90
- Cycle Time 0.06
- Clip Size 125
- Total Ammo Clips 6
- Reload Time 6.0
- Projectile Spread 0.01
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.9
- Minimal Damage 54
Name Depleted Uranium MG
- Description This machine gun fires ammo that can damage vehicle armor.
- Size 2
- Cost 120
- Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
- Damage 8
- Speed 1000
- Gravity 0
- Heat 0.5
- Weight 50
- Cycle Time 0.2
- Clip Size 140
- Total Ammo Clips 5
- Reload Time 6.0
- Projectile Spread 0.04
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.6
- Minimal Damage 5
Name Depleted Uranium HMG
- Description This machine gun fires ammo that can damage vehicle armor. It is more damaging than the standard version.
- Size 3
- Cost 145
- Research Physics -> Projectile Physics -> Heavy Caliber Machine Gun
- Damage 10
- Speed 1000
- Gravity 0
- Heat 0.75
- Weight 80
- Cycle Time 0.18
- Clip Size 180
- Total Ammo Clips 5
- Reload Time 8.0
- Projectile Spread 0.035
- Heat To Target 0
- Falloff 2500
- Falloffbase 0.6
- Minimal Damage 6
Name Chain Gun
- Description This machine gun fires ammo at a very fast rate.
- Size 1
- Cost 95
- Research None
- Damage 16
- Speed 1000
- Gravity 0
- Heat 0.3
- Weight 70
- Cycle Time 0.025
- Clip Size 200
- Total Ammo Clips 4
- Reload Time 6.0
- Projectile Spread 0.03
- Heat To Target 0
Name Medium Chain Gun
- Description This machine gun fires ammo at a very fast rate. Its damage is greater than the smaller version.
- Size 2
- Cost 110
- Research None
- Damage 32
- Speed 1000
- Gravity 0
- Heat 0.5
- Weight 70
- Cycle Time 0.04
- Clip Size 150
- Total Ammo Clips 4
- Reload Time 8.0
- Projectile Spread 0.02
- Heat To Target 0
Name Plasma Machine Gun
- Description This machine gun fires superheated ammo that is designed to over:Heat the target vehicle.
- Size 2
- Cost 100
- Research Physics -> Super:Heated Material Physics -> Plasma Bullet Projectile
- Damage 1
- Speed 1000
- Gravity 0
- Heat 4
- Weight 70
- Cycle Time 0.24
- Clip Size 200
- Total Ammo Clips 4
- Reload Time 8.0
- Projectile Spread 0.03
- Heat To Target 5
Name High Explosive MG
- Description This machine gun fires ammo which explodes upon impact. It is very effective against vehicles.
- Size 2
- Cost 145
- Research Chemistry -> Improved Flagration Compounds -> Explosive Tipped Bullets
- Damage 15
- Speed 1000
- Gravity 0
- Heat 1
- Weight 60
- Cycle Time 0.5
- Clip Size 30
- Total Ammo Clips 6
- Reload Time 16
- Projectile Spread 0.015
- Heat To Target 0.1
- Explosion Radius 120
- Explosion Force 50
Cannons
Standard Cannon Name NF Standard Cannon
- Description A small caliber cannon that fires tank shells.
- Size 1
- Cost 95
- Research None
- Damage 40
- Speed 3000
- Gravity 0.5
- Heat 10
- Weight 50
- Cycle Time 1.4
- Clip Size 30
- Reload Time 1.0
- Projectile Spread 1
- Heat To Target 0.1
- Explosion Radius 300
- Explosion Force 100
Name IMP Improved Standard Cannon
- Description A small caliber cannon that fires tank shells.
- Size 1
- Cost 95
- Research None
- Damage 50
- Speed 3000
- Gravity 0.5
- Heat 10
- Weight 50
- Cycle Time 1.4
- Clip Size 30
- Reload Time 1.0
- Projectile Spread 1
- Heat To Target 1
- Explosion Radius 350
- Explosion Force 100
Name Ranged Cannon
- Description A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges.
- Size 2
- Cost 120
- Research Physics -> Projectile Physics -> Extended Range Cannon
- Damage 95
- Speed 3300
- Gravity 0.1
- Heat 14
- Weight 70
- Cycle Time 2
- Clip Size 40
- Reload Time 2.0
- Projectile Spread 0
- Heat To Target 0.1
- Explosion Radius 200
- Explosion Force 100
Name High Explosive Cannon
- Description This cannon has its explosive compound upgraded for a stronger explosion upon impact.
- Size 2
- Cost 150
- Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
- Damage 95
- Speed 3000
- Gravity 0.4125
- Heat 22
- Weight 70
- Cycle Time 2.5
- Clip Size 24
- Reload Time 2.0
- Projectile Spread 1
- Heat To Target 0.1
- Explosion Radius 400
- Explosion Force 200
Name Plasma Cannon
- Description This cannon fires a super:Heated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown.
- Size 2
- Cost 120
- Research Physics -> Super:Heated Material Physics -> Plasma Cannon Projectile
- Damage 90
- Speed 3100
- Gravity 0.4
- Heat 26
- Weight 70
- Cycle Time 2
- Clip Size 30
- Reload Time 2.0
- Projectile Spread 1.5
- Heat To Target 17
- Explosion Radius 100
- Explosion Force 100
Rail Gun Name Rail Gun
- Description This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster.
- Size 3
- Cost 160
- Research Electrical Engineering -> Advanced Magnet :Research -> Rail Gun
- Damage 50
- Speed 3600
- Gravity 0.3
- Heat 6
- Weight 100
- Cycle Time 0.8
- Clip Size 40
- Reload Time 2.0
- Projectile Spread 0.1
- Heat To Target 0
- Explosion Radius 100
- Explosion Force 50
Artillery
Name Small Artillery Cannon
- Description An artillery cannon with high damage but low reload Times. It has the shortest range but fastest reload.
- Size 1
- Cost 95
- Research None
- Damage 115
- Speed 1700
- Gravity 0.8
- Heat 10
- Weight 60
- Cycle Time 1
- Clip Size 10
- Total Ammo Clips 6
- Reload Time 4.0
- Projectile Spread 0.001
- Heat To Target 0.5
- Explosion Radius 550
- Explosion Force 500
Name Medium Artillery Cannon
- Description An artillery cannon with high damage but low reload Times. It has a greater range than the small cannon and two extra ammo magazines.
- Size 2
- Cost 120
- Research None
- Damage 140
- Speed 1500
- Gravity 0.6
- Heat 10
- Weight 100
- Cycle Time 1.6
- Clip Size 10
- Total Ammo Clips 8
- Reload Time 5.0
- Projectile Spread 0.001
- Heat To Target 0.5
- Explosion Radius 700
- Explosion Force 600
Name High Explosive Artillery
- Description An artillery cannon with the greatest damage.
- Size 2
- Cost 145
- Research Chemistry -> Improved Detonation Compounds -> Explosive Shells
- Damage 160
- Speed 1800
- Gravity 0.4
- Heat 15
- Weight 100
- Cycle Time 2
- Clip Size 10
- Total Ammo Clips 8
- Reload Time 7.0
- Projectile Spread 0.001
- Heat To Target 1
- Explosion Radius 900
- Explosion Force 700
Name Ranged Artillery Cannon
- Description An artillery cannon with high damage but low reload Times. It has the furthest range of all artillery cannons.
- Size 2
- Cost 120
- Research Physics -> Projectile Physics -> Extended Range Cannon
- Damage 120
- Speed 2800
- Gravity 0.6
- Heat 20
- Weight 100
- Cycle Time 2
- Clip Size 10
- Total Ammo Clips 8
- Reload Time 5.0
- Projectile Spread 0.001
- Heat To Target 1
- Explosion Radius 1000
- Explosion Force 500
Missiles
Name Standard ML
- Description A dumb fire missile launcher with no homing capabilities.
- Size 1
- Cost 95
- Research None
- Damage 40
- Speed 1600
- Gravity 0
- Heat 6
- Weight 30
- Cycle Time 1.2
- Clip Size 4
- Total Ammo Clips 5
- Reload Time 3.0
- Projectile Spread 1.5
- Heat To Target 0.1
- Explosion Radius 100
- Explosion Force 50
Dumb Missile 1
Name Upgraded ML
- Description A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version.
- Size 2
- Cost 120
- Research Chemistry -> Improved Warhead Compounds -> Upgraded Missile Warhead
- Damage 75
- Speed 1800
- Heat 6
- Weight 70
- Cycle Time 1.0
- Clip Size 6
- Total Ammo Clips 6
- Reload Time 3.8
- Projectile Spread 0.5
- Heat To Target 0.2
- Explosion Radius 100
- Explosion Force 50
Dumb Missile 1
Name Biological Warhead
- Description A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute.
- Size 2
- Cost 120
- Research Biology -> Biological Weaponry -> Biological Warhead
- Damage 50, additional 300 dmg from bio effect
- Speed 1800
- Gravity 0
- Heat 6
- Weight 70
- Cycle Time 3.0
- Clip Size 3
- Total Ammo Clips 3
- Reload Time 6.0
- Projectile Spread 0.5
- Heat To Target 0.1
- Explosion Radius 300
- Explosion Force 50
Dumb Missile 1 Player Bio Damage
- 10 //Damage inflicted to players every interval
Player Bio Time
- 60 //total time to inflict Damage to players
Player Bio Interval
- 2 //time inbetween each infliction of Damage to players
Vehicle Bio Damage
- 10 //Damage inflicted to vehicles every interval
Vehicle Bio Time
- 60 //total time to inflict Damage to vehicles
Vehicle Bio Interval
- 2 //time inbetween each infliction of Damage to vehicles
Name HIT Missile
- Description This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets.
- Size 3
- Cost 170
- Research Physics -> Nuclear Fission -> HIT Warhead
- Damage 200
- Speed 1000
- Gravity 0
- Heat 40
- Weight 150
- Cycle Time 10.0
- Clip Size 6
- Total Ammo Clips 1
- Reload Time 12.0
- Projectile Spread 1.25
- Heat To Target 50
- Explosion Radius 1550
- Explosion Force 1000
Dumb Missile 1
Name Salvo Missile Launcher
- Description A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading.
- Size 2
- Cost 110
- Research Upgraded Missile Warhead
- Damage 35
- Speed 1800
- Gravity 0
- Heat 3
- Weight 50
- Cycle Time -0.14 : a negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to still determine time between actual shot creation
- Clip Size 4
- Total Ammo Clips 8
- Reload Time 3.0
- Projectile Spread 2
- Heat To Target 0.1
- Explosion Radius 100
- Explosion Force 20
Dumb Missile 1
Name Guided Missile Launcher
- Description A missile launcher which fires missiles that follow the crosshairs after launch. It has a decent turning ability to track the crosshairs.
- Size 2
- Cost 145
- Research Electrical Engineering -> Tracking Systems -> Guided Missiles
- Damage 70
- Speed 1200
- Gravity 0
- Heat 8
- Weight 70
- Cycle Time 1.0
- Clip Size 4
- Total Ammo Clips 4
- Reload Time 3.0
- Projectile Spread 1
- Heat To Target 0.2
- Explosion Radius 110
- Explosion Force 40
Guided Missile 1 Missile Range 4000 Turning Ability 0.06
Name Upgraded Guided ML
- Description A missile launcher which fires missiles that follow the crosshairs after launch. It is upgraded for more :Damage and better tracking.
- Size 2
- Cost 150
- Research Electrical Engineering -> Tracking Systems -> Guided Missiles
- Damage 75
- Speed 1500
- Gravity 0
- Heat 10
- Weight 70
- Cycle Time 1.5
- Clip Size 4
- Total Ammo Clips 4
- Reload Time 5.0
- Projectile Spread 1
- Heat To Target 0.2
- Explosion Radius 130
- Explosion Force 60
Guided Missile 1 Missile Range 6500 Turning Ability 0.08
Name Homing Missile Launcher
- Description A missile launcher which fires a single missile that homes in on the locked on target.
- Size 2
- Cost 130
- Research Electrical Engineering -> Tracking Systems -> Homing Missiles
- Damage 70
- Speed 2500
- Gravity 0
- Heat 10
- Weight 70
- Cycle Time 2.0
- Clip Size 6
- Total Ammo Clips 6
- Reload Time 8.0
- Projectile Spread 1
- Heat To Target 0.2
- Explosion Radius 100
- Explosion Force 40
Homing Missile 1 Missile Range 8000 Lock On Time 0.5 Lock On Radius 0.4 Lock Range Modifier 0.000805 Countermeasure Effectiveness 0.5 Turning Ability 0.2
Name Upgraded Homing ML
- Description A missile launcher which fires a single missile that homes in on the locked on target. It is upgraded for faster lock-on, better tracking, and more :Damage.
- Size 2
- Cost 160
- Research Electrical Engineering -> Tracking Systems -> Homing Missiles
- Damage 85
- Speed 2000
- Gravity 0
- Heat 10
- Weight 70
- Cycle Time 3.0
- Clip Size 6
- Total Ammo Clips 6
- Reload Time 9.0
- Projectile Spread 1
- Heat To Target 0.2
- Explosion Radius 100
- Explosion Force 60
Homing Missile 1 Missile Range 10000 Lock On Time 0.3 Lock On Radius 0.5 Lock Range Modifier 0.000805 Countermeasure Effectiveness 0.5 Turning Ability 0.4
Name Salvo Homing ML
- Description A missile launcher that fires four missiles at once which home in on the locked on target.
- Size 2
- Cost 140
- Research Electrical Engineering -> Tracking Systems -> Homing Missiles
- Damage 40
- Speed 1200
- Gravity 0
- Heat 4
- Weight 70
- Cycle Time -0.14
- Clip Size 4
- Total Ammo Clips 6
- Reload Time 5
- Projectile Spread 1
- Heat To Target 0.2
- Explosion Radius 80
- Explosion Force 30
Homing Missile 1 Missile Range 6000 Lock On Time 0.5 Lock On Radius 0.3 Lock Range Modifier 0.000935 Countermeasure Effectiveness 0.9 Turning Ability 0.2
Grenade Launchers
Name Grenade Launcher
- Description A grenade launcher suited for urban combat with its ability of clearing out tight spaces.
- Size 1
- Cost 95
- Research None
- Damage 80
- Speed 800
- Gravity 1.0
- Heat 8
- Weight 50
- Cycle Time 3.0
- Clip Size 8
- Total Ammo Clips 2
- Reload Time 10.0
- Projectile Spread .001
- Heat To Target 0.4
- Explosion Radius 250
- Explosion Force 100
Name Upgraded Grenade Launcher
- Description A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and longer range.
- Size 2
- Cost 120
- Research Chemistry -> Improved Detonation Compounds -> Upgraded Grenades
- Damage 110
- Speed 900
- Gravity 0.9
- Heat 8
- Weight 50
- Cycle Time 1.5
- Clip Size 12
- Total Ammo Clips 3
- Reload Time 12.0
- Projectile Spread 0.001
- Heat To Target 0.3
- Explosion Radius 400
- Explosion Force 150