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AirburstWeapon

The WeaponType supplying the bomblets a splitting projectile releases.

Specification
Applies to
BulletType
File
rules.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

Only a Splits=yes projectile reads the weapon, and a projectile left splitting by Airburst=yes counts as one. Naming a weapon here changes nothing on a projectile that does not split.

Each bomblet takes its Projectile and Warhead from the named weapon, and deals ten times the weapon’s Damage. A Ranged=yes bomblet flies as far as the weapon’s Range. None of the carrier’s figures reach a bomblet, except that whoever fired the carrier is credited with what the bomblets kill.

The bomblets start from where the carrier detonated, pointing straight down, at the named weapon’s Speed. Only the launch uses that speed: a homing bomblet then works toward a fixed ceiling of 50 leptons per game frame, about Speed=20, whatever its weapon sets. A homing bomblet whose weapon’s Speed is 20 or more therefore slows after launch, at the rate its projectile’s Acceleration sets. RetargetAccuracy decides which target each bomblet is aimed at. From then on each bomblet flies, hits and detonates as its own projectile type dictates.

A name that matches no weapon section registers a new, empty weapon instead of raising an error. none and <none> leave the setting holding no weapon at all.