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IsSonic

Sends a visible wave rolling from the muzzle to the target, damaging everything it crosses on the way.

Specification
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.

rules.ini
[MySonicGun] ; example WeaponType
IsSonic=yes
AmbientDamage=3
Damage=1 ; never delivered
Range=6
ROF=120

The 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.

See alsoAmbientDamage, ROF, Range, Warhead