; ******* Weapon Statistics *******
; The weapons specified here are attached to the various combat
; units and buildings.
; Anim = animation to display as a firing effect [use 8 for directional variation]
; AreaFire = indicates that the weapon fires at the current cell and does damage in a radius (def=no). Warning: This only works for secondary weapons right now.
; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag.
; Burst = number of rapid succession shots from this weapon (def=1)
; Camera = Reveals area around firer (def=no)?
; Charges = SJM: I have disabled this system. Use IsAnimDelayedFire in ART.INI instead. Does it have charge-up-before-firing logic (def=no)?
; Damage = the amount of damage (unattenuated) dealt with every bullet
; Floater = floats like a frizbee
; IonSensitive = Shuts down during an ion storm (def=no)?
; Lobber = does the projectile fly to target in a high arc (def=no)?
; MinimumRange = minimum range to target (def=0)
; Projectile = projectile characteristic to use
; RadLevel = the radiation level left by the weapon. (def=0)
; Range = maximum cell range
; ROF = delay between shots [15 = 1 second at middle speed setting]
; Report = List of sounds to random play when firing
; Speed = speed of projectile to target (100 is maximum)
; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
; UseFireParticles = Should the weapon spawn a flame particle system? (def = no)
; Warhead = warhead to attach to projectile
; ******* Warhead Characteristics *******
; This is what gives the "rock, paper, scissors" character to the game.
; It describes how the damage is to be applied to the target. The
; values should take into consideration the 'area of effect'.
; example: Although an armor piercing tank round would instantly
; kill a soldier IF it hit, the anti-infantry rating is still
; very low because the tank round has such a limited area of
; effect, lacks pinpoint accuracy, and acknowledges the fact that
; tanks pose little threat to infantry that take cover.
; Spread = Obsolete. Kept entries to give benchmark for new spread system
; Wall = Does this warhead damage concrete walls (def=no)?
; WallAbsoluteDestroyer = Does this warhead do killing damage to a wall, instead of one wound? (def=no) ;gs
; Wood = Does this warhead damage wood walls (def=no)?
; Fire = Does this produce great heat and thus will melt ice (def=no)?
; Radiation = Is this a radiation weapon? Certains units will be immune to this. (def=no)
; Tiberium = Does this warhead destroy tiberium (def=no)?
; Sparky = Does this warhead cause residual flames (def=no)?
; Conventional = Is explosive warhead big enough to cause a splash when it hits water [nukes are too big for this] (def=no)?
; Rocker = Can this warhead cause nearby units to rock upon impact (def=no)?
; AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage]
; Verses = damage value verses various armor types (as percentage of full damage)...
; -vs- None, Flak, Plate //infantry
; Light, Medium, Heavy //units
; Wood, Steel, Concrete //buildings
; Special_1, Special_2 //dunno yet
; 3-17 Special_1 is the Shock Trooper's electric armor.
; 5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor
; 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot
; NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down. Fixing the bug is why I made 2%)
; A 0% means no force fire, no retaliate, no passive aquire
; A 1% means no retaliate, no passive aquire
; A 2% means no passive aquire
; InfDeath = which infantry death animation to use (def=0)
; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
; NEW ONES 6=Yuri head explode 7=Nuke Melt
; Even Newer 8=Virus explosion 9=Brute transformation
; Brand spankin new 10=get smashed into pieces by a brute
; Deform = % chance that this warhead will damage the ground when it hits. (def=0)
; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)
; Particle = Particle effect to use when explosion occurs (def=none)
; ProneDamage = Damage modifer for infantry when prone (def=1.0)
; Bright = Does this warhead normally cause a lighting effect when it goes off (def=no). This is overridden in the case of bullets by the weapon 'Bright' flag.
; CombatLightSize = % of max size; > 0% means force size of combat light, overriding damage-based value (def=0%)
; Bullets = Is this weapon a bunch of bullet-like gunfire? (def=no).
; CellSpread (def 0)= Replaces Spread and WideDamage. This is actually how far damage from this warhead can spread
; 0 will explicitly only hurt the target, anything higher will at least search some cells around and compare distance
; CellInset (def 0)=Use this to tell autodeploy how much inside CellSpread we need to get before autodeploying.
; This way, the desolater won't just blast as soon as the target is on the very edge -- he'll move in a bit.
; PercentAtMax (def 1.0)= And this is the percent of damage it does at max range; to control fade linearly
_________________ The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing. QUICK_EDIT
try that. _________________ The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing. QUICK_EDIT
Wait, do you want the bullets to actually fly from the barrel? Then yes, you have to make that. _________________ The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing. QUICK_EDIT
Um... making them fire? _________________ The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing. QUICK_EDIT
Maybe you mean FLH?
You play with Forward Lateral Height values until it appears (it's 2D after all) it fires from the point of the unit you want.
It's an art(md).ini thing. Read more at the beginning of the file. QUICK_EDIT
Maybe you mean FLH?
You play with Forward Lateral Height values until it appears (it's 2D after all) it fires from the point of the unit you want.
It's an art(md).ini thing. Read more at the beginning of the file.
thank you, this is what i was looking for. _________________ just shut up... QUICK_EDIT
got BurstDelay to work now, to bad there is a hardcoded limit after 10 bursts fired _________________ Please, read the signature rules of the forum. QUICK_EDIT
Posted: Tue Jul 15, 2008 11:52 pm Post subject:
Heres a guide
stephen1341 wrote:
ok could you explain most of the parts in these like cellspread=1.5 because i do not know what these mean.
Report=JuggernautAttack //Sound made by weapon firing.
Anim=GUNFIRE //muzzle flash
BurstDelay0=0 ;obsolete in ra2 // see BurstDelay article posted somewheres in here
BurstDelay1=24 ;obsolete in ra2
Burst=3 //number of shots fired per cycle (reload/cooldown/ROF/etc)
CellSpread=1.5 //splash damage range in RA2 cell denominations. Anything less than 1.0 causes no splash.
PercentAtMax=.15 // maximum damage that "gets through" on the fringes of a CellSpread value. This scales linearly from source of damage to edge of splash. See the article at ModEnc for more information.
Wall=yes //can I (this warhead) destroy walls?
Wood=yes //can I destroy wood-based objects? This includes trees, Ore/Tiberium spawns and bridges (or was that one Wall?)
Verses=100%,100%,90%,80%,60%,50%,40%,35%,30%,100%,100% //What the warhead does vs each armor type expressed as a percentage of Damage on a weapon. The Armor list for Verses in RA2/YR is None, Flak, Plate, Light, Medium, Heavy, Wood, Steel, Concrete, special_1, special_2. In this order when it comes to percentages.
Conventional=yes //does this warhead cause a splash when it hits water?
Rocker=no // will this weapon/warhead tilt vehicles and other voxels?
InfDeath=2 //Animation for infantry deaths.
AnimList=EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 //what the "impact" of a shot fired will look like in relation to a warhead. The higher the damage a weapon has that uses a warhead with a list of animations, the further on down that list the impact will show. For example, if Weapon1 has 10 damage and Weapon2 has 15, but both weapons have the same Warhead, Weapon2 will deal the second value in the AnimList, whereas Weapon1 will deal the first value.
Tiberium=yes //Does this behave like Tiberium in-game? I.E. spreads, grows, can be poisonous to some units.
Sparky=no // can this warhead spark residual fires. Was used for tree fire logic in TS. Does not work in RA2 per se.
High=yes // really old logic. Does this weapon travel "high"? I.E. able to traverse walls and cliffs.
Image=120MM // Image reference to Art(md).ini. What will the unit/structure/projectile look like? Each Image entry must have a corresponding part in Art(md).ini
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