All Weapons variable values: min, max, default, type


This list contains all weapon variables and their values: default, min, max.

Units:Weapons Back to the weapons page

Files used while creating this list:
- rts/Sim/Weapons/WeaponDefHandler.cpp
- rts/Sim/Weapons/WeaponDefHandler.h

Type definition meanings:
int means integer.
float means number with decimals.
bool means value which can be true or false (1 or 0).
string means text.

If some variable default value is (sometext), it means it gets the sometext variable value by default.

Note: There is still missing some min and max values.


Variable table


Variable Type Default Min Max balanced related
Accuracy float 0 -2147483647 2147483647 500<2000 360°=64000
AreaOfEffect float 8 -2147483647 2147483647 damage/10
Balistic bool 0 0 1
BeamLaser int 0 -2147483647 2147483647
BeamTime* float 1 -2147483647 2147483647
BeamWeapon bool 0 0 1
BounceRebound float 1 ? ? .4-1 GroundBounce, WaterBounce
BounceSlip float 1 ? ? .4-1 GroundBounce, WaterBounce
BurnBlow bool 0 0 1
Burst int 1 -2147483647 2147483647 2<20
BurstRate float 0.1 -2147483647 2147483647 0.2/burst
Color2 int 0 0 255
Color int 0 0 255
CommandFire bool 0 0 1
Coverage float 0 -2147483647 2147483647
Dropped bool 0 0 1
EnergyPerShot float 0 -2147483647 2147483647
FireStarter float 0 -2147483647 2147483647
GroundBounce bool 0 0 1 ? WaterBounce, NumBounce
Guidance bool 0 0 1 selfprop=1 lineofsight=1
ImpulseFactor float 1 -2147483647 2147483647 1>0.1 maps\.sd7\.smd\maphardness=
Intensity float 0.9 -2147483647 2147483647
Interceptor int 0 -2147483647 2147483647
LineOfSight bool 0 0 1
MetalPerShot float 0 -2147483647 2147483647
Model string      
MovingAccuracy float (Accuracy) -2147483647 2147483647
NoExplode bool 0 0 1
NoSelfDamage bool 0 0 1
NumBounce int -1 -1 ? ? GroundBounce, WaterBounce, BounceSlip, BounceRebound
Paralyzer bool 0 0 1
PlasmaRepulser bool 0 0 1
Range float 10 -2147483647 2147483647 weaponvelocity*6 maps\.sd7\.smd\gravity=
ReloadTime float 1 -2147483647 2147483647
Rendertype int 0 -2147483647 2147483647
Selfprop bool 0 0 1
SmokeTrail bool 0 0 1
SoundHit string      
SoundStart string      
SoundTrigger bool 0 0 1
SprayAngle float 0 -2147483647 2147483647 1000<5000 360°=64000
StartVelocity float 0.01 -2147483647 2147483647
Stockpile bool 0 0 1
Targetable int 0 -2147483647 2147483647
TargetMoveError float 0 -2147483647 2147483647
Thickness float 2 -2147483647 2147483647 0.1<1
ToAirWeapon int 0 -2147483647 2147483647
Tolerance float 3000 -2147483647 2147483647 360°=64000
Tracks bool 0 0 1
TrajectoryHeight float 0 -2147483647 2147483647 0< +2= +0°< +90°/TD>
Turnrate float 0 -2147483647 2147483647 360°/s=64000
Turret bool 0 0 1
TwoPhase bool 0 0 1
VLaunch bool 0 0 1
WaterBounce bool 0 0 1 ? GroundBounce, NumBounce
WaterWeapon bool 0 0 1
WeaponAcceleration float 0 -2147483647 2147483647
WeaponTimer float 0 -2147483647 2147483647
WeaponVelocity float 0 -2147483647 2147483647
Wobble float 0 -2147483647 2147483647 500<2000 360°=64000


If beamtime == 0 it is rounded up to one.
new tags =

- Added GroundBounce, WaterBounce, NumBounce, BounceSlip and BounceRebound.

   the first two indicate which surfaces can be bounced off of. Num Bounce is 
   the number of times (-1 means infinate), BounceSlip indicates how much
   lateral movenet to keep, and BounceRebound how much vertical movement to
   keep.

- Added weapon tdf command SweepFire, if 1 (default 0) it will make the weapon

 continue firing while it aims for a new target. Only works on continous beam
 lasers currently.

- Added boolean weapon TDF tag CanAttackGround. (default: 1) - Added float weapon TDF tag float TargetBorder: if nonzero, targetting units

 will TryTarget at the edge of collision sphere (radius*tag_value, [-1;1])
 instead of its centre. Defaults to 1 for Melee type weapons, 0 otherwise.

- Added float weapon TDF tag CylinderTargetting: if greater than 0, range will

 be checked in a cylinder (half height=unitradius*cylinderTargetting) instead
 of a sphere. Defaults to 1 for Melee type weapons, 0 otherwise.

- Added float weapon TDF tag MinIntensity: for beamlasers - always hit with some

 minimum intensity (a damage coeffcient normally dependent on distance).

- Added float weapon TDF tag SizeDecay: how much a plasma particle is smaller

 than the previous within the same plasma shot. (default: 0)

- Added float weapon TDF tag AlphaDecay: how much a plasma particle is more

 transparent than the previous particle. (default: 1)

- Added float weapon TDF tag Separation: distance between each plasma particle.

 (default: 1)

- Added int weapon TDF tag Stages: number of particles used in one plasma shot.

 (default: 5)

- Added boolean weapon TDF tag NoGap: if set to 1, the distance between plasma

 particles is proportional to the size of the two particles. If set to 0, the
 distance between plasma particles will be proportional to the size of the
 first particle. (default: 1)

- Added the weapons TDF tag 'visibleShieldHitFrames' (defaults to 0 frames)

 - can be used along with  'visibleShieldHit'
 - the alpha value fades after the hit

- Added colormap for ballistic ('cannon' type) weapons. - Added boolean weapon TDF tag AvoidFeature, this makes the weapon avoid

 features while targetting. (default: 1)

- Added float weapon TDF tag FallOffRate: rate at which the beamweapon fades out

 after it goes past its maximum range. 0 is never fade out, 1 is finish fading
 out exactly at max range, the default 0.5 is the previous behaviour.

- Added float weapon TDF tag LodDistance: minimum camera distance at which the

 default beamweapon projectile is simplified to rectangle. (default: 1000)

- Added float weapon TDF tag DynDamageExp: exponent of the damage formula, 0

 (the default) disables dynamic damage. 1 means linear scaling.

- Added float weapon TDF tag DynDamageMin: minimum damage value. (default: 0) - Added boolean weapon TDF tag DynDamageInverted: inverts the damage curve. - Added float weapon TDF tag DynDamageRange: if set it will use this value

 instead of the range value from the weapon in the calculation.

- New weapon tdf tag ColorMap, used for some weapon to define the color shift during their lifetime Used in flamethrower. Tag specify either a bitmap file, ex: "colormap = mycolormap.tga;" or defines the color directly in the weapon file in rgba order where 1 is full brightnes, ex: "colormap=1 0 0 1 0 0 0 1" start with red color and shift to black at the end.

- New weapon tdf tag rgbcolor2, used to make laser weapon have different color at the center, defaults to white. - New weapon tdf tag corethickness, how thick the inner color of a laser is, this is a percentage value, default is 0.25 - New weapon tdf tag laserflaresize, size of the flare for laser weapons, multiplier for thickness, default 15. - New weapon tdf tag LargeBeamLaser, if set to 1 a beamlaser uses an alternate graphics effect. New tags usable for a LargeBeamLaser is: tilelength: defines the length before the texture used is repeated (tiled). scrollspeed: how fast the beam apears to be moving towards it target. pulseSpeed: how fast the pulsating effect at the beam start is. - tdf tag duration is used for laser weapons. - tdf tag rgbcolor is used for EmgProjectile and ExplosiveProjectile. - tdf tag intensity is used for EmgProjectile and ExplosiveProjectile. - New weapon tdf tag soundstartvolume and soundhitvolume. - New weapon tdf tag size, defines the visible size of projectiles. - New weapon tdf tag CollisionSize, defines the physical size of projectiles, percentage of size for flamethrower and absolute value emg, plasma and laser. - New weapon tdf tag sizegrowth, defines how fast flame projectiles will grow in size. - New weapon tdf tag flamegfxtime, this makes the flame projectile stay alive as a graphical effect (doesnt do any damage) after it has reached maxrange. Default is 1.2 which makes it stay alive 20% beyond maxrange. - New weapon tdf tag AvoidFriendly, if set to 0 units will not try to avoid friendly units in their line of fire. - New weapon tdf tag CollideFriendly, if set to 0 this weapon will not hit friendly units. - New weapon tdf tag ExplosionSpeed - edgeEffectivness added for weapons - Added weapontag "paralyzetime", controls how long a unit can maximaly be paralyzed after being hit by this weapon, default 10 -- New weapon tag "rgbcolor", overrides the old color1 and color2 tags if it exists, gives the color in red green blue format (1 1 1 = white).

IsShield=1;//1|0// shieldintercepttype=4;//0|1|2|3|4//MISSILE=4(tested!)//beamweapon=2(tested!)//others(?waterweapon=1?)=0//plasma=1(?balistic=1?)//3=??(?lineofsght=1?) shieldrepulser=1;//1|0// smartshield=1; //1|0// exteriorshield=1;//1|0// visibleshield=1;//1|0// visibleshieldrepulse=1;//1|0// shieldforce=2;//0<32000// shieldenergyuse=200;//0<32000//accumulator emptying per hit shieldradius=120;//0<32000// shieldmaxspeed=3500;//0<32000// shieldpower=9000;//0<32000//accumulator max shieldpowerregen=400;//0<32000//reloading per second shieldpowerregenenergy=100;//0<32000//reloading cost per second shieldgoodcolor=0 0 1;// shieldbadcolor=1 0 0;// shieldalpha=0.1;//0<1//

old tags= - Removed old plasmarepulser system and replaced it with a more generalized shield system - New weapon tdf tag IsShield, if 1 mean the weapon is a shield and now a weapon

<TR> <TD>RepulseEnergy</TD> <TD>float</TD> <TD>0</TD> <TD>-2147483647</TD> <TD>2147483647</TD> </TR> <TR> <TD>RepulseForce</TD> <TD>float</TD> <TD>0</TD> <TD>-2147483647</TD> <TD>2147483647</TD> </TR> <TR> <TD>RepulseRange</TD> <TD>float</TD> <TD>0</TD> <TD>-2147483647</TD> <TD>2147483647</TD> </TR> <TR> <TD>RepulseSpeed</TD> <TD>float</TD> <TD>0</TD> <TD>-2147483647</TD> <TD>2147483647</TD>

</TR>

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This page has been accessed 1,207 times. This page was last modified 07:52, 23 September 2007.


 
 


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