IsSonic
Sends a visible wave rolling from the muzzle to the target, damaging everything it crosses on the way.
- Applies to
- WeaponType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
The wave takes the shot’s damage over entirely. A sonic weapon’s projectile is created with its firepower forced to nothing, so Damage= is never delivered and everything the weapon does is done by AmbientDamage as the wave passes.
[MySonicGun] ; example WeaponTypeIsSonic=yesAmbientDamage=3Damage=1 ; never deliveredRange=6ROF=120The wave grows out from the muzzle by a twentieth of the distance each frame, reaching the target after twenty frames, and then holds at full length for another sixty-one before it begins to fade from its trailing edge — about a hundred frames in all, some seven seconds. On every one of those frames it damages every object standing in a cell it currently covers, so anything that stays under it takes the ambient figure many times over rather than once, and a small figure adds up to a great deal. It also wears down wall overlay it crosses and sets off chain reactive overlay.
Neither of the object’s weapons may fire while a wave is alive, and the reload delay is exactly ROF with the house’s rate of fire bias, the burst gaps and the random padding all skipped. A structure with more than one round left waits a single frame instead, so only the effect’s own lifetime paces it.