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