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WeaponType

INI referenceRulesWeaponType

Settings read from [<ObjectType ID>].

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KeyDescriptionValueWhen omitted
AmbientDamageThe damage a sonic wave or a railgun beam deals to everything along its path, as opposed to the damage the shot delivers at the target.integer0
AnimThe animations played at the firing coordinate when the weapon goes off, either one fixed entry or one per facing.list of AnimTypes(empty)
AttachedParticleSystemThe particle system a flame, spark or railgun weapon spawns as it fires.stringnone
BrightLights the ground around an explosion with a brief flash.booleanno
BurstHow many shots the weapon fires in quick succession before it waits out its full reload.integer1
BurstDelay0The gap in frames between the first and second shot of a burst.integer-1
BurstDelay1The gap in frames between the second and third shot of a burst.integer-1
BurstDelay2The gap in frames between the third and fourth shot of a burst.integer-1
BurstDelay3The gap in frames between the fourth and fifth shot of a burst.integer-1
CameraMakes an aircraft that carries the weapon in its first slot a loaner the player cannot select.booleanno
ChargesMakes a structure wind its turret animation up to full charge before the weapon will fire.booleanno
DamageA weapon's damage per shot, or the damage an animation, particle or voxel animation deals.integer0
IonSensitiveStops the weapon from firing while an ion storm is running.booleanno
IsBigLaserWidens the screen glow drawn along a laser beam.booleanno
IsLaserDraws a beam from the muzzle to the target as the weapon fires.booleanno
IsRailgunFires a beam that damages objects along the line from the muzzle to the target as the weapon fires.booleanno
IsSonicSends a visible wave rolling from the muzzle to the target, damaging everything it crosses on the way.booleanno
LaserDurationHow many frames a laser beam stays drawn for.integer10
LaserInnerColorThe color of the thin core line of a laser beam.color (R,G,B)0,0,0
LaserOuterColorThe color of the pair of glow lines drawn alongside a laser beam's core.color (R,G,B)0,0,0
LaserOuterSpreadHow far each channel of a laser beam's glow color may shift at random on each frame.color (R,G,B)0,0,0
LobberMakes the weapon always throw its shot on the high arc rather than the flat one.booleanno
MinimumRangeHow close a target may come before the weapon refuses to fire at it, in cells.distance (cells)0
ProjectileThe BulletType the weapon launches.classnone
ProjectileRangeHow far a fueled projectile may fly before it detonates wherever it happens to be, in cells.distance (cells)390.625
RangeHow far the weapon may be fired, in cells, or how far from the view a sound is still heard.distance (cells)0
ReportThe sound effect played when the weapon fires, or when the animation starts.list of sounds(empty)
ROFA weapon's frames between shots, or the multiplier a country or a difficulty setting applies to that delay.integer0
SpeedThe top travel speed of an object type, the launch speed of a weapon's projectile, or the travel ceiling every jumpjet unit shares.speed0
SupressDiscounts a candidate target that stands near buildings allied to the firing object.booleanno
TurboBoostNo effectRed Alert leftover that the engine parses and never uses.booleanno
UseFireParticlesAttacks with a stream of fire particles instead of the projectile's damage.booleanno
UseSparkParticlesSprays a particle system at the target alongside the shot.booleanno
WarheadThe WarheadType a weapon's shot uses, or the one an animation, particle or voxel animation delivers its own damage through.classnone