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Old 02-20-2003, 06:51 AM   #9 (permalink)
Phoib
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Join Date: Dec 2002
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Everything exept the HistoricBonus things commented.

Contains all weapon data, except for graphics, which are in WeaponFX.ini

Weapon Start of weapon statement.
PrimaryDamage How many damage does the first stage of the weapon does? Comparible to the damage tag of the other C&C series.
PrimaryDamageRadius In what radius is PrimaryDamage dealth? Rifles should use 0.0 . No maximum known. The observed maximum in the game files is 200.0 .
SecondaryDamage What is the secondary damage?
SecondaryDamageRadius What is the radius from the secondary Damage.
ScatterRadius When this weapon is used, it can randomnly miss by this distance.
ScatterRadiusVsInfantry When this weapon is used against infantry, it can randomly miss by as much as this distance. The observed maximum in the game files is 30.0
AttackRange Range at which the weapon attacks. Observed maximum in game files is 450.0, however superweapons have 99999.0 as value.
MinimumAttackRange What is the minimum range for the weapon? Anything inside this range cannot be attacked.
MinTargetPitch Object may not target anything outside of this negative pitch range.
MaxTargetPitch Object may not target anything outside of this positive pitch range.
DamageType What type of damage is this weapon? See armor.ini for a list of damage settings.
DeathType How does the infantry die?
Choose from: NORMAL, EXPLODED, LASERED, SUICIDED, BURNED, POISONED, CRUSHED
WeaponSpeed How fast does the projectile travell.
ScaleWeaponSpeed Will the weapon go faster when going farther?
WeaponRecoil What is the recoil of the barrel weapon in degrees?
ProjectileObject What is the projectile of the weapon? Look in FactionUnit.ini.
ProjectileExhaust What is the exhaust for the object? Look in ParticleSystem.ini
VeterancyProjectileExhaust What is the exhaust for the object when firing unit is veteran? Look in ParticleSystem.ini
FireFX What for FX to use when firing the weapon? See FXList.ini
VeterancyFireFX What for FX to use when firing the weapon when unit is veteran? See FXList.ini
ProjectileDetonationFX What for FX to use when the weapon detonates? See FXList.ini
FireSound What for sound to use when this weapon is fired? Look in SoundEffects.ini
LoopTime Loops the firing sound until there's this much delay between shots in sec.
RadiusDamageAffects What is affected by the weapon? Choose from SELF, SUICIDE, NOT_AIRBORNE, ALLIES, NEUTRALS, ENEMY or SHRUBBERY.
DelayBetweenShots The infamous ROF from the previous C&C's. In msec's.
ClipSize How many shots are there in a clip? Use 0 for infinite.
ClipReloadTime How long does it take to reload the clip?
Use 0 when ClipSize = 0.
AutoReloadsClip Does the clip autoreload? Default is no.
ShowsAmmoPips Will the ammo pips be showed?
ProjectileCollidesWith This flags only apply to units that aren't the explicit target (ie, units that just happen to "get in the way"... projectiles always collide with the Designated Target, regardless of these flags.
ShotsPerBarrel How many shots to fire per barrel?
WeaponBonus What is the effect of an upgrade for the weapon? First specify the cause (eg PLAYER_UPGRADE), then specify what to upgrade (choose from DAMAGE, RATE_OF_FIRE, RANGE) then specify how many percents.
AcceptableAimDelta At which angle will the weapon start firing? Use 180 for firing all around the unit.
AntiAirborneVehicle Can this weapon be used to target airborne vehicles?
AntiAirborneInfantry Can this weapon be used to target airborne infantry?
AntiSmallMissile Can this weapon be used to target small missiles?
AntiProjectile Can this weapon be used to target projectiles?
AntiGround Can this weapon be used to to target ground objects?
AntiBallisticMissile Can this weapon be used to target Ballistic Missile objects?
AntiMine Can this weapon be use dot attck mines?
AllowAttackGarrisonedBldgs Can this weapon be used to clear garrisoned buildings?
LaserName What is the name for the laser?
LeechRangeWeapon Is this weapon a leeching type? Look at BlackLotus hacking weapon and Knife weapon's. Depends on damagetype.
PreAttackDelay How long before the firing animation is initiated will the damage be applied?
PreAttackType What for type is the delay from PreAttackDelay?
ContinuousFireOne How many shots at the same target constitute Continuous Fire.
ContinuousFireTwo How many shots at the same target constitute "Continuous Fire Two".
ContinuousFireCoast Msec we can coast without firing before we lose Continuous Fire
ScatterTargetScalar Is the scale for ScatterTarget.
ScatterTarget Has a x and an y coordinate, to replace ScatterRadius. The coordinates should be like 0.xxx . The first digit can be controlled by ScatterTargetScalar. There can be more then one of these tags, and it is recommended to have the same number of ScatterTarget as the ClipSize. (See ComancheRocketPodWeapon)
DamageDealtAtSelfPosition Does it start applying damage at it's own position?
RequestAssistRange When unit fires, object will look around for things of his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
ProjectileStreamName Drawing helper for this weapon. Tracks all projectiles in air.
CapableOfFollowingWaypoints Can this weapon follow waypoints?
FireOCL What for OCL to use from ObjectCreationList.ini when this unit creates a fire?
HistoricBonusTime No idea about this one
HistoricBonusCount No idea about this one
HistoricBonusRadius No idea about this one
HistoricBonusWeapon No idea about this one
End Ends the weapon data.
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