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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

IsSonic=yes makes the weapon fire a wave that rolls from the muzzle to the target and damages the objects under it. All of the weapon’s damage comes from the wave’s AmbientDamage. The weapon still fires its projectile, but the projectile carries no damage, so Damage= adds nothing to the shot.

rules.ini
[MySonicGun] ; example WeaponType
IsSonic=yes
Projectile=MyBolt ; a BulletType, registered by a weapon naming it as its Projectile
AmbientDamage=3
Damage=1 ; never delivered
Range=6
ROF=120

The wave grows from the muzzle by a twentieth of the distance each frame, and reaches the target after 20 frames. It holds at full length for about 60 more frames, then fades from its trailing edge over the last 20. The whole wave lasts about 100 frames.

The wave damages the objects in every cell it covers on every frame it lasts, so an object that stays under it is hit many times. Even a small AmbientDamage adds up. If the firer is destroyed, the wave deals no more damage and fades. AmbientDamage covers the damage each hit deals, and its effect on walls and chain reactive overlay. On every frame, a destroyable cliff under the wave may also collapse, at the chance [CombatDamage] CollapseChance sets.

While a wave is alive, neither of the object’s weapons can fire. The reload delay after a sonic shot is exactly ROF, with no house rate-of-fire bias, burst delay, random extra frames or veteran bonus. The next shot waits until both ROF has passed and the wave is gone. A structure with more than one round of Ammo left waits only for the wave. The reload delay gives the full rules.

See also — AmbientDamage, ROF, Range, Warhead