WeaponScript.Inertia

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Revision as of 22:36, 2 June 2010 by Gilmore110j (talk | contribs)
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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

Note
This variable only applies to cannons, artillery shells and grenades.

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. Defauls to 0.