WeaponScripts: Difference between revisions

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[[WeaponScript.Name | Name]]<br>
[[WeaponScript.Name | Name]]: name given when selecting weapons.<br>
[[WeaponScript.HUDName | HUD Name]]<br>
[[WeaponScript.HUDName | HUD Name]]: name displayed in the weapon area of the vehicle HUD<br>
[[WeaponScript.Description | Description]]<br>
[[WeaponScript.Description | Description]]: description given when selecting weapons<br>
[[WeaponScript.Icon | Icon]]<br>
[[WeaponScript.Icon | Icon]]: icon drawn in the GUI<br>
[[WeaponScript.HUDIcon | HUD Icon]]<br>
[[WeaponScript.HUDIcon | HUD Icon]]: icon drawn in the vehicle HUD<br>
[[WeaponScript.Size | Size]]<br>
[[WeaponScript.Size | Size]]: number of slots required when selecting weapons.  Current possible values [1,2,3].<br>
[[WeaponScript.Type | Type]]<br>
[[WeaponScript.Type | Type]]: 0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay<br>
[[WeaponScript.Cost | Cost]]<br>
[[WeaponScript.Cost | Cost]]: The amount of resources required(deducted from the team) to equip a tank with the weapon.<br>
[[WeaponScript.Team | Team]]<br>
[[WeaponScript.Team | Team]]: Which team is allowed to use it.  Current possible values ['IMP','NF','ALL'].<br>
[[WeaponScript.Research | Research]]<br>
[[WeaponScript.Research | Research]]: The name of a research item that unlocks this weapon, taken from the research scripts.<br>
[[WeaponScript.SoundFiring | Sound Firing]]<br>
[[WeaponScript.SoundFiring | Sound Firing]]: The sound played when weapon is being fired.<br>
[[WeaponScript.SoundImpact | Sound Impact]]<br>
[[WeaponScript.SoundImpact | Sound Impact]]: The sound played when the weapon makes its final impact.<br>
[[WeaponScript.SoundReloading | Sound Reloading]]<br>
[[WeaponScript.SoundReloading | Sound Reloading]]:  The sound played when the weapon reloads.<br>
[[WeaponScript.DamageType | Damage Type]]<br>
[[WeaponScript.DamageType | Damage Type]]:  The name of a damage type to be used by the resistance system.<br>
[[WeaponScript.AmmoType | Ammo Type]]<br>
[[WeaponScript.AmmoType | Ammo Type]]:  This value determines what things mg weapons can damage. 0=infantry, 1=infantry+vehicles, 2=buildings+vehicles+infantry.<br>
[[WeaponScript.Damage | Damage]]<br>
[[WeaponScript.Damage | Damage]]:  The amount of damage inflicted to an enemy target on impact.  This value is affected by many things.<br>
[[WeaponScript.Speed | Speed]]<br>
[[WeaponScript.Speed | Speed]]: The initial velocity of the projectile.<br>
[[WeaponScript.Gravity | Gravity]]<br>
[[WeaponScript.Gravity | Gravity]]: effects of gravity on the projectile, only for projectiles.  Gravity should normally be constant, although this value is often messed with to compansate for short-comings of the speed modifier.<br>
[[WeaponScript.Heat | Heat]]<br>
[[WeaponScript.Heat | Heat]]: Amount of heat inflicted on self when weapon is fired.  Vehicles have 200 heat points before they over-heat.<br>
[[WeaponScript.Weight | Weight]]<br>
[[WeaponScript.Weight | Weight]]: weight in terms of effects on engine and weight restrictions for chassis<br>
[[WeaponScript.CycleTime | Cycle Time]]<br>
[[WeaponScript.CycleTime | Cycle Time]]: time between shots in seconds<br>
[[WeaponScript.ClipSize | Clip Size]]<br>
[[WeaponScript.ClipSize | Clip Size]]: number of shots before reload.<br>
[[WeaponScript.TotalAmmoClips | Total Ammo Clips]]<br>
[[WeaponScript.TotalAmmoClips | Total Ammo Clips]]: number of possible reloads.<br>
[[WeaponScript.ReloadTime | Reload Time]]<br>
[[WeaponScript.ReloadTime | Reload Time]]:  time spent reloading in seconds.<br>
[[WeaponScript.ProjectileSpread | Projectile Spread]]<br>
[[WeaponScript.ProjectileSpread | Projectile Spread]]: only applicable to machine guns at the moment.  A value of 1 is likely a full 180 degree cone.<br>
[[WeaponScript.HeatToTarget | Heat To Target]]<br>
[[WeaponScript.HeatToTarget | Heat To Target]]: Amount of heat inflicted on the target upon impact. (not included the heat added by the damage to heat modifier of armor).<br>
[[WeaponScript.Inertia | Inertia]]<br>
[[WeaponScript.Inertia | Inertia]]: Determines if the velocity of the vehicle firing the weapon affects the velocity of the projectile fired.<br>
[[WeaponScript.ExplosionRadius | Explosion Radius]]<br>
[[WeaponScript.ExplosionRadius | Explosion Radius]]: The amount of area around the impact location of a projectile affected by the impact.  Making this value too large can bog-down servers.  Current range is from 0 to 2000+.<br>
[[WeaponScript.ExplosionForce | Explosion Force]]<br>
[[WeaponScript.ExplosionForce | Explosion Force]]: amount of concussive force applied to physics objects in the blast radius.<br>
[[WeaponScript.DumbMissile | Dumb Missile]]<br>
[[WeaponScript.DumbMissile | Dumb Missile]]: '1' if missile flies straight ahead<br>
[[WeaponScript.HomingMissile | Homing Missile]]<br>
[[WeaponScript.HomingMissile | Homing Missile]]: '1' if missile flies towards locked on target
[[WeaponScript.GuidedMissile | Guided Missile]]<br>
<br>
[[WeaponScript.MissileRange | Missile Range]]<br>
[[WeaponScript.GuidedMissile | Guided Missile]]: '1' if missile follows crosshairs after launch<br>
[[WeaponScript.LockOnTime | Lock On Time]]<br>
[[WeaponScript.MissileRange | Missile Range]]: max range in HL2 units (1 inch = 1) 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<br>
[[WeaponScript.LockRangeModifier | Lock Range Modifier]]<br>
[[WeaponScript.LockOnTime | Lock On Time]]: time it takes for a homing missile to lock onto the target under the player crosshairs<br>
[[WeaponScript.LockRangeModifier | 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)<br>
[[WeaponScript.CountermeasureEffectiveness | Countermeasure Effectiveness]]<br>
[[WeaponScript.CountermeasureEffectiveness | Countermeasure Effectiveness]]<br>
[[WeaponScript.TurningAbility | Turning Ability]]<br>
[[WeaponScript.TurningAbility | 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<br>
[[WeaponScript.PlayerBioDamage | Player Bio Damage]]<br>
[[WeaponScript.PlayerBioDamage | Player Bio Damage]]: damage inflicted to players every interval<br>
[[WeaponScript.PlayerBioTime | Player Bio Time]]<br>
[[WeaponScript.PlayerBioTime | Player Bio Time]]: total time to inflict damage to players<br>
[[WeaponScript.PlayerBioInterval | Player Bio Interval]]<br>
[[WeaponScript.PlayerBioInterval | Player Bio Interval]]: time inbetween each infliction of damage to players<br>
[[WeaponScript.VehicleBioDamage | Vehicle Bio Damage]]<br>
[[WeaponScript.VehicleBioDamage | Vehicle Bio Damage]]: damage inflicted to a vehicle every interval<br>
[[WeaponScript.VehicleBioTime | Vehicle Bio Time]]<br>
[[WeaponScript.VehicleBioTime | Vehicle Bio Time]]: total time to inflict damage to s vehicle<br>
[[WeaponScript.VehicleBioInterval | Vehicle Bio Interval]]<br>
[[WeaponScript.VehicleBioInterval | Vehicle Bio Interval]]: time inbetween each infliction of damage to a vehicle<br>
[[WeaponScript.TracerType | Tracer Type]]<br>
[[WeaponScript.ExplosionSprite | ExplosionSprite]]: explosion sprite to use for explosion, 0 = default, 1 = green (bio), 2 = blue (plasma)<br>
[[WeaponScript.ExplosionSpeed | ExplosionSpeed]]: how fast the explosion sprite fades (15 is default fps)<br>
[[WeaponScript.TracerType | Tracer Type]]: Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma<br>
[[WeaponScript.Falloff | Falloff]]<br>
[[WeaponScript.Falloff | Falloff]]<br>
[[WeaponScript.Falloffbase | Falloffbase]]<br>
[[WeaponScript.Falloffbase | Falloffbase]]<br>
[[WeaponScript.MinimalDamage | MinimalDamage]]<br>
[[WeaponScript.MinimalDamage | MinimalDamage]]<br>

Revision as of 14:17, 21 January 2010

Name: name given when selecting weapons.
HUD Name: name displayed in the weapon area of the vehicle HUD
Description: description given when selecting weapons
Icon: icon drawn in the GUI
HUD Icon: icon drawn in the vehicle HUD
Size: number of slots required when selecting weapons. Current possible values [1,2,3].
Type: 0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
Cost: The amount of resources required(deducted from the team) to equip a tank with the weapon.
Team: Which team is allowed to use it. Current possible values ['IMP','NF','ALL'].
Research: The name of a research item that unlocks this weapon, taken from the research scripts.
Sound Firing: The sound played when weapon is being fired.
Sound Impact: The sound played when the weapon makes its final impact.
Sound Reloading: The sound played when the weapon reloads.
Damage Type: The name of a damage type to be used by the resistance system.
Ammo Type: This value determines what things mg weapons can damage. 0=infantry, 1=infantry+vehicles, 2=buildings+vehicles+infantry.
Damage: The amount of damage inflicted to an enemy target on impact. This value is affected by many things.
Speed: The initial velocity of the projectile.
Gravity: effects of gravity on the projectile, only for projectiles. Gravity should normally be constant, although this value is often messed with to compansate for short-comings of the speed modifier.
Heat: Amount of heat inflicted on self when weapon is fired. Vehicles have 200 heat points before they over-heat.
Weight: weight in terms of effects on engine and weight restrictions for chassis
Cycle Time: time between shots in seconds
Clip Size: number of shots before reload.
Total Ammo Clips: number of possible reloads.
Reload Time: time spent reloading in seconds.
Projectile Spread: only applicable to machine guns at the moment. A value of 1 is likely a full 180 degree cone.
Heat To Target: Amount of heat inflicted on the target upon impact. (not included the heat added by the damage to heat modifier of armor).
Inertia: Determines if the velocity of the vehicle firing the weapon affects the velocity of the projectile fired.
Explosion Radius: The amount of area around the impact location of a projectile affected by the impact. Making this value too large can bog-down servers. Current range is from 0 to 2000+.
Explosion Force: amount of concussive force applied to physics objects in the blast radius.
Dumb Missile: '1' if missile flies straight ahead
Homing Missile: '1' if missile flies towards locked on target
Guided Missile: '1' if missile follows crosshairs after launch
Missile Range: max range in HL2 units (1 inch = 1) 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 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
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
Player Bio Damage: damage inflicted to players every interval
Player Bio Time: total time to inflict damage to players
Player Bio Interval: time inbetween each infliction of damage to players
Vehicle Bio Damage: damage inflicted to a vehicle every interval
Vehicle Bio Time: total time to inflict damage to s vehicle
Vehicle Bio Interval: time inbetween each infliction of damage to a vehicle
ExplosionSprite: explosion sprite to use for explosion, 0 = default, 1 = green (bio), 2 = blue (plasma)
ExplosionSpeed: how fast the explosion sprite fades (15 is default fps)
Tracer Type: Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
Falloff
Falloffbase
MinimalDamage