WeaponType
Settings read from [<ObjectType ID>].
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| Key | Description | Value | When omitted |
|---|---|---|---|
AmbientDamage | The 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. | integer | 0 |
Anim | The animations played at the firing coordinate when the weapon goes off, either one fixed entry or one per facing. | list of AnimTypes | (empty) |
AttachedParticleSystem | The particle system a flame, spark or railgun weapon spawns as it fires. | string | none |
Bright | Lights the ground around an explosion with a brief flash. | boolean | no |
Burst | How many shots the weapon fires in quick succession before it waits out its full reload. | integer | 1 |
BurstDelay0 | The gap in frames between the first and second shot of a burst. | integer | -1 |
BurstDelay1 | The gap in frames between the second and third shot of a burst. | integer | -1 |
BurstDelay2 | The gap in frames between the third and fourth shot of a burst. | integer | -1 |
BurstDelay3 | The gap in frames between the fourth and fifth shot of a burst. | integer | -1 |
Camera | Marks an aircraft carrying the weapon as a loaner rather than as the player's own. | boolean | no |
Charges | Makes a structure wind its turret animation up to full charge before the weapon will fire. | boolean | no |
Damage | A weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead. | integer | 0 |
IonSensitive | Stops the weapon from firing while an ion storm is running. | boolean | no |
IsBigLaser | Widens the screen glow drawn along a laser beam. | boolean | no |
IsLaser | Draws a beam from the muzzle to the target as the weapon fires. | boolean | no |
IsRailgun | Punches a damaging line through the world from the muzzle to the target as the weapon fires. | boolean | no |
IsSonic | Sends a visible wave rolling from the muzzle to the target, damaging everything it crosses on the way. | boolean | no |
LaserDuration | How many frames a laser beam stays drawn for. | integer | 10 |
LaserInnerColor | The color of the thin core line of a laser beam. | colour (R,G,B) | 0,0,0 |
LaserOuterColor | The color of the pair of glow lines drawn alongside a laser beam's core. | colour (R,G,B) | 0,0,0 |
LaserOuterSpread | How far each channel of a laser beam's glow may wander from its color, redrawn every frame. | colour (R,G,B) | 0,0,0 |
Lobber | Makes the weapon always throw its shot on the high arc rather than the flat one. | boolean | no |
MinimumRange | How close a target may come before the weapon refuses to fire at it, in cells. | distance (cells) | 0 |
Projectile | The BulletType the weapon launches. | class | none |
ProjectileRange | How far a fueled projectile may fly before it detonates wherever it happens to be, in cells. | distance (cells) | 390.625 |
Range | How far the weapon may be fired, in cells. | distance (cells) | 0 |
Report | The sound effect played when the weapon fires, or when the animation starts. | list of sounds | (empty) |
ROF | A weapon's frames between shots, or the multiplier a country or a difficulty setting applies to that delay. | integer | 0 |
Speed | The top travel speed of an object type, the launch speed of a weapon's projectile, or the travel ceiling every jumpjet unit shares. | speed | 0 |
Supress | Discounts a candidate target that stands near buildings allied to the firing object. | boolean | no |
TurboBoostNo effect | Red Alert leftover that the engine parses and never uses. | boolean | no |
UseFireParticles | Attacks with a stream of fire particles instead of the projectile's damage. | boolean | no |
UseSparkParticles | Sprays a particle system at the target alongside the shot. | boolean | no |
Warhead | The WarheadType a weapon's shot carries, or the one an animation, particle or voxel animation delivers its own damage through. | class | none |
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