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Weapons
This documentation is aimed at modders and has been automatically generated for version {DEV_VERSION}
of OpenRA. Please do not edit it directly, but instead add new [Desc("String")]
tags to the source code.
Listed below are a template for weapon definitions and the types it can use (warheads and projectiles) with default values and developer commentary.
Property | Default Value | Type | Description |
---|---|---|---|
Range | 0c0 | 1D World Distance | The maximum range the weapon can fire. |
FirstBurstTargetOffset | 0,0,0 | 3D World Vector | First burst is aimed at this offset relative to target position. |
FollowingBurstTargetOffset | 0,0,0 | 3D World Vector | Each burst after the first lands by this offset away from the previous burst. |
Report | Collection of String | The sound played each time the weapon is fired. | |
StartBurstReport | Collection of String | Sound played only on first burst in a salvo. | |
AfterFireSound | Collection of String | The sound played when the weapon is reloaded. | |
AfterFireSoundDelay | 0 | Integer | Delay in ticks to play reloading sound. |
ReloadDelay | 1 | Integer | Delay in ticks between reloading ammo magazines. |
Burst | 1 | Integer | Number of shots in a single ammo magazine. |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
AirThreshold | 0c128 | 1D World Distance | If weapon is not directly targeting an actor and targeted position is above this altitude, the weapon will ignore terrain target types and only check TargetTypeAir for validity. |
BurstDelays | 5 | Collection of Integer | Delay in ticks between firing shots from the same ammo magazine. If one entry, it will be used for all bursts. If multiple entries, their number needs to match Burst - 1. |
MinRange | 0c0 | 1D World Distance | The minimum range the weapon can fire. |
TargetActorCenter | False | Boolean | Does this weapon aim at the target's center regardless of other targetable offsets? |
Projectile | Projectile | ||
Warheads | Collection of Warhead |
Instant-hit projectile used to create electricity-like effects.
Property | Default Value | Type | Description |
---|---|---|---|
Image | litning | String | |
BrightSequence | bright | String | Sprite sequence to play at the center. |
DimSequence | dim | String | Sprite sequence to play at the borders. |
Palette | effect | String | The palette used to draw this electric zap. |
BrightZaps | 1 | Integer | How many sprite sequences to play at the center. |
DimZaps | 2 | Integer | How many sprite sequences to play at the borders. |
Duration | 2 | Integer | How long (in ticks) to play the sprite sequences. |
DamageDuration | 1 | Integer | How long (in ticks) until applying damage. Can't be longer than Duration
|
TrackTarget | True | Boolean | Follow the targeted actor when it moves. |
Beam projectile that travels in a straight line.
Property | Default Value | Type | Description |
---|---|---|---|
Speed | 0c128 | Collection of 1D World Distance | Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam. |
Duration | 10 | Integer | The maximum duration (in ticks) of each beam burst. |
DamageInterval | 3 | Integer | The number of ticks between the beam causing warhead impacts in its area of effect. |
Width | 0c512 | 1D World Distance | The width of the beam. |
Shape | Cylindrical | BeamRenderableShape | The shape of the beam. Accepts values Cylindrical or Flat. |
BeyondTargetRange | 0c0 | 1D World Distance | How far beyond the target the projectile keeps on travelling. |
Falloff | 100, 100 | Collection of Integer | Damage modifier applied at each range step. |
Range | 0c0, 2097151c1023 | Collection of 1D World Distance | Ranges at which each Falloff step is defined. |
Inaccuracy | 0c0 | 1D World Distance | The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property. |
InaccuracyType | Maximum | InaccuracyType | Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range. |
Blockable | False | Boolean | Can this projectile be blocked when hitting actors with an IBlocksProjectiles trait. |
TrackTarget | False | Boolean | Does the beam follow the target. |
RenderBeam | True | Boolean | Should the beam be visually rendered? False = Beam is invisible. |
ZOffset | 0 | Integer | Equivalent to sequence ZOffset. Controls Z sorting. |
Color | FF0000 | Color (RRGGBB[AA] notation) | Color of the beam. |
UsePlayerColor | False | Boolean | Beam color is the player's color. |
Projectile that travels in a straight line or arc.
Property | Default Value | Type | Description |
---|---|---|---|
Speed | 0c17 | Collection of 1D World Distance | Projectile speed in WDist / tick, two values indicate variable velocity. |
Inaccuracy | 0c0 | 1D World Distance | The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property. |
InaccuracyType | Maximum | InaccuracyType | Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range. |
Image | String | Image to display. | |
Sequences | idle | Collection of String | Loop a randomly chosen sequence of Image from this list while this projectile is moving. |
Palette | effect | String | The palette used to draw this projectile. |
IsPlayerPalette | False | Boolean | Palette is a player palette BaseName |
Shadow | False | Boolean | Does this projectile have a shadow? |
ShadowColor | 0000008C | Color (RRGGBB[AA] notation) | Color to draw shadow if Shadow is true. |
TrailImage | String | Trail animation. | |
TrailSequences | idle | Collection of String | Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving. |
TrailInterval | 2 | Integer | Interval in ticks between each spawned Trail animation. |
TrailDelay | 1 | Integer | Delay in ticks until trail animation is spawned. |
TrailPalette | effect | String | Palette used to render the trail sequence. |
TrailUsePlayerPalette | False | Boolean | Use the Player Palette to render the trail sequence. |
Blockable | True | Boolean | Is this blocked by actors with BlocksProjectiles trait. |
Width | 0c1 | 1D World Distance | Width of projectile (used for finding blocking actors). |
LaunchAngle | 0 | Collection of 1D World Angle | Arc in WAngles, two values indicate variable arc. |
BounceCount | 0 | Integer | Up to how many times does this bullet bounce when touching ground without hitting a target. 0 implies exploding on contact with the originally targeted position. |
BounceRangeModifier | 60 | Integer | Modify distance of each bounce by this percentage of previous distance. |
BounceSound | String | Sound to play when the projectile hits the ground, but not the target. | |
InvalidBounceTerrain | Set of String | Terrain where the projectile explodes instead of bouncing. | |
ValidBounceBlockerRelationships | Enemy, Neutral | PlayerRelationship | Trigger the explosion if the projectile touches an actor thats owner has these player relationships. |
AirburstAltitude | 0c0 | 1D World Distance | Altitude above terrain below which to explode. Zero effectively deactivates airburst. |
ContrailLength | 0 | Integer | |
ContrailZOffset | 2047 | Integer | |
ContrailColor | FFFFFF | Color (RRGGBB[AA] notation) | |
ContrailUsePlayerColor | False | Boolean | |
ContrailDelay | 1 | Integer | |
ContrailWidth | 0c64 | 1D World Distance |
Projectile with customisable acceleration vector.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | ||
Sequences | idle | Collection of String | Loop a randomly chosen sequence of Image from this list while falling. |
OpenSequence | String | Sequence to play when launched. Skipped if null or empty. | |
Palette | effect | String | The palette used to draw this projectile. |
IsPlayerPalette | False | Boolean | Palette is a player palette BaseName |
Shadow | False | Boolean | Does this projectile have a shadow? |
ShadowColor | 0000008C | Color (RRGGBB[AA] notation) | Color to draw shadow if Shadow is true. |
Velocity | 0,0,0 | 3D World Vector | Projectile movement vector per tick (forward, right, up), use negative values for opposite directions. |
Acceleration | 0,0,-15 | 3D World Vector | Value added to Velocity every tick. |
Instant, invisible, usually direct-on-target projectile.
Property | Default Value | Type | Description |
---|---|---|---|
Inaccuracy | 0c0 | 1D World Distance | The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property. |
InaccuracyType | Maximum | InaccuracyType | Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range. |
Blockable | False | Boolean | Projectile can be blocked. |
Width | 0c1 | 1D World Distance | The width of the projectile. |
BlockerScanRadius | -0c1 | 1D World Distance | Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale to the blocker with the largest health shape. Only set custom values if you know what you're doing. |
Not a sprite, but an engine effect.
Property | Default Value | Type | Description |
---|---|---|---|
Width | 0c86 | 1D World Distance | The width of the zap. |
Shape | Cylindrical | BeamRenderableShape | The shape of the beam. Accepts values Cylindrical or Flat. |
ZOffset | 0 | Integer | Equivalent to sequence ZOffset. Controls Z sorting. |
Duration | 10 | Integer | The maximum duration (in ticks) of the beam's existence. |
DamageDuration | 1 | Integer | Total time-frame in ticks that the beam deals damage every DamageInterval. |
DamageInterval | 1 | Integer | The number of ticks between the beam causing warhead impacts in its area of effect. |
UsePlayerColor | False | Boolean | |
Color | FF0000 | Color (RRGGBB[AA] notation) | Color of the beam. |
TrackTarget | True | Boolean | Beam follows the target. |
Inaccuracy | 0c0 | 1D World Distance | The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property. |
InaccuracyType | Maximum | InaccuracyType | Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range. |
Blockable | False | Boolean | Beam can be blocked. |
SecondaryBeam | False | Boolean | Draw a second beam (for 'glow' effect). |
SecondaryBeamWidth | 0c86 | 1D World Distance | The width of the zap. |
SecondaryBeamShape | Cylindrical | BeamRenderableShape | The shape of the beam. Accepts values Cylindrical or Flat. |
SecondaryBeamZOffset | 0 | Integer | Equivalent to sequence ZOffset. Controls Z sorting. |
SecondaryBeamUsePlayerColor | False | Boolean | |
SecondaryBeamColor | FF0000 | Color (RRGGBB[AA] notation) | Color of the secondary beam. |
HitAnim | String | Impact animation. | |
HitAnimSequence | idle | String | Sequence of impact animation to use. |
HitAnimPalette | effect | String | |
LaunchEffectImage | String | Image containing launch effect sequence. | |
LaunchEffectSequence | String | Launch effect sequence to play. | |
LaunchEffectPalette | effect | String | Palette to use for launch effect. |
Projectile with smart tracking.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | Name of the image containing the projectile sequence. | |
Sequences | idle | Collection of String | Loop a randomly chosen sequence of Image from this list while this projectile is moving. |
Palette | effect | String | Palette used to render the projectile sequence. |
IsPlayerPalette | False | Boolean | Palette is a player palette BaseName |
Shadow | False | Boolean | Does this projectile have a shadow? |
ShadowColor | 0000008C | Color (RRGGBB[AA] notation) | Color to draw shadow if Shadow is true. |
MinimumLaunchAngle | 960 | 1D World Angle | Minimum vertical launch angle (pitch). |
MaximumLaunchAngle | 128 | 1D World Angle | Maximum vertical launch angle (pitch). |
MinimumLaunchSpeed | -0c1 | 1D World Distance | Minimum launch speed in WDist / tick. Defaults to Speed if -1. |
MaximumLaunchSpeed | -0c1 | 1D World Distance | Maximum launch speed in WDist / tick. Defaults to Speed if -1. |
Speed | 0c384 | 1D World Distance | Maximum projectile speed in WDist / tick |
Acceleration | 0c5 | 1D World Distance | Projectile acceleration when propulsion activated. |
Arm | 0 | Integer | How many ticks before this missile is armed and can explode. |
Blockable | True | Boolean | Is the missile blocked by actors with BlocksProjectiles: trait. |
TerrainHeightAware | False | Boolean | Is the missile aware of terrain height levels. Only needed for mods with real, non-visual height levels. |
Width | 0c1 | 1D World Distance | Width of projectile (used for finding blocking actors). |
Inaccuracy | 0c0 | 1D World Distance | The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property. |
InaccuracyType | Absolute | InaccuracyType | Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range. |
LockOnInaccuracy | -0c1 | 1D World Distance | Inaccuracy override when successfully locked onto target. Defaults to Inaccuracy if negative. |
LockOnProbability | 100 | Integer | Probability of locking onto and following target. |
HorizontalRateOfTurn | 20 | 1D World Angle | Horizontal rate of turn. |
VerticalRateOfTurn | 24 | 1D World Angle | Vertical rate of turn. |
Gravity | 10 | Integer | Gravity applied while in free fall. |
RangeLimit | 0c0 | 1D World Distance | Run out of fuel after covering this distance. Zero for defaulting to weapon range. Negative for unlimited fuel. |
ExplodeWhenEmpty | True | Boolean | Explode when running out of fuel. |
AirburstAltitude | 0c0 | 1D World Distance | Altitude above terrain below which to explode. Zero effectively deactivates airburst. |
CruiseAltitude | 0c512 | 1D World Distance | Cruise altitude. Zero means no cruise altitude used. |
HomingActivationDelay | 0 | Integer | Activate homing mechanism after this many ticks. |
TrailImage | String | Image that contains the trail animation. | |
TrailSequences | idle | Collection of String | Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving. |
TrailPalette | effect | String | Palette used to render the trail sequence. |
TrailUsePlayerPalette | False | Boolean | Use the Player Palette to render the trail sequence. |
TrailInterval | 2 | Integer | Interval in ticks between spawning trail animation. |
TrailWhenDeactivated | False | Boolean | Should trail animation be spawned when the propulsion is not activated. |
ContrailLength | 0 | Integer | |
ContrailZOffset | 2047 | Integer | |
ContrailWidth | 0c64 | 1D World Distance | |
ContrailColor | FFFFFF | Color (RRGGBB[AA] notation) | |
ContrailUsePlayerColor | False | Boolean | |
ContrailDelay | 1 | Integer | |
Jammable | True | Boolean | Should missile targeting be thrown off by nearby actors with JamsMissiles. |
JammedDiversionRange | 20 | Integer | Range of facings by which jammed missiles can stray from current path. |
BoundToTerrainType | String | Explodes when leaving the following terrain type, e.g., Water for torpedoes. | |
AllowSnapping | False | Boolean | Allow the missile to snap to the target, meaning jumping to the target immediately when the missile enters the radius of the current speed around the target. |
CloseEnough | 0c298 | 1D World Distance | Explodes when inside this proximity radius to target. Note: If this value is lower than the missile speed, this check might not trigger fast enough, causing the missile to fly past the target. |
Laser effect with helix coiling around.
Property | Default Value | Type | Description |
---|---|---|---|
DamageActorsInLine | False | Boolean | Damage all units hit by the beam instead of just the target? |
Inaccuracy | 0c0 | 1D World Distance | The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property. |
InaccuracyType | Maximum | InaccuracyType | Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range. |
Blockable | False | Boolean | Can this projectile be blocked when hitting actors with an IBlocksProjectiles trait. |
Duration | 15 | Integer | Duration of the beam and helix |
ZOffset | 0 | Integer | Equivalent to sequence ZOffset. Controls Z sorting. |
BeamWidth | 0c86 | 1D World Distance | The width of the main trajectory. ("beam"). |
BeamShape | Cylindrical | BeamRenderableShape | The shape of the beam. Accepts values Cylindrical or Flat. |
BeamColor | FFFFFF80 | Color (RRGGBB[AA] notation) | Beam color in (A),R,G,B. |
BeamPlayerColor | False | Boolean | When true, this will override BeamColor parameter and draw the laser with player color. (Still uses BeamColor's alpha information) |
BeamAlphaDeltaPerTick | -8 | Integer | Beam alpha gets + this value per tick during drawing; hence negative value makes it fade over time. |
HelixThickness | 0c32 | 1D World Distance | Thickness of the helix |
HelixRadius | 0c64 | 1D World Distance | The radius of the spiral effect. (WDist) |
HelixPitch | 0c512 | 1D World Distance | Height of one complete helix turn, measured parallel to the axis of the helix (WDist) |
HelixRadiusDeltaPerTick | 8 | Integer | Helix radius gets + this value per tick during drawing |
HelixAlphaDeltaPerTick | -8 | Integer | Helix alpha gets + this value per tick during drawing; hence negative value makes it fade over time. |
HelixAngleDeltaPerTick | 16 | 1D World Angle | Helix spins by this much over time each tick. |
QuantizationCount | 16 | Integer | Draw each cycle of helix with this many quantization steps |
HelixColor | FFFFFF80 | Color (RRGGBB[AA] notation) | Helix color in (A),R,G,B. |
HelixPlayerColor | False | Boolean | Draw helix in PlayerColor? Overrides RGB part of the HelixColor. (Still uses HelixColor's alpha information) |
HitAnim | String | Impact animation. | |
HitAnimSequence | idle | String | Sequence of impact animation to use. |
HitAnimPalette | effect | String |
Interacts with the TemporaryOwnerManager trait.
Property | Default Value | Type | Description |
---|---|---|---|
Duration | 0 | Integer | Duration of the owner change (in ticks). Set to 0 to make it permanent. |
Range | 1c0 | 1D World Distance | |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Spawn a sprite with sound.
Property | Default Value | Type | Description |
---|---|---|---|
Explosions | Collection of String | List of explosion sequences that can be used. | |
Image | explosion | String | Image containing explosion effect sequence. |
ExplosionPalette | effect | String | Palette to use for explosion effect. |
UsePlayerPalette | False | Boolean | Remap explosion effect to player color, if art supports it. |
ForceDisplayAtGroundLevel | False | Boolean | Display explosion effect at ground level, regardless of explosion altitude. |
ImpactSounds | Collection of String | List of sounds that can be played on impact. | |
ImpactSoundChance | 100 | Integer | Chance of impact sound to play. |
ImpactActors | True | Boolean | Whether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered. |
Inaccuracy | 0c0 | 1D World Distance | The maximum inaccuracy of the effect spawn position relative to actual impact position. |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Creates resources in a circle.
Property | Default Value | Type | Description |
---|---|---|---|
Size | 0, 0 | Collection of Integer | Size of the area. The resources are seeded within this area. Provide 2 values for a ring effect (outer/inner). |
AddsResourceType | (required) | String | Will this splatter resources and which? |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Destroys resources in a circle.
Property | Default Value | Type | Description |
---|---|---|---|
Size | 0, 0 | Collection of Integer | Size of the area. The resources are removed within this area. Provide 2 values for a ring effect (outer/inner). |
ResourceAmount | 0 | Integer | Amount of resources to be removed. If negative or zero, all resources within the area will be removed. |
ResourceTypes | Set of String | Resource types to remove with this warhead. If empty, all resource types will be removed. | |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Fires weapons from the point of impact.
Property | Default Value | Type | Description |
---|---|---|---|
Weapon | (required) | String | Has to be defined in weapons.yaml as well. |
RandomClusterCount | -1 | Integer | Number of weapons fired at random 'x' cells. Negative values will result in a number equal to 'x' footprint cells fired. |
Dimensions | 0,0 | 2D Cell Vector | Size of the cluster footprint |
Footprint | (required) | String | Cluster footprint. Cells marked as X will be attacked. Cells marked as x will be attacked randomly until RandomClusterCount is reached. |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Used to trigger a FlashPaletteEffect trait on the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
FlashType | String | Corresponds to Type from FlashPaletteEffect on the world actor. |
|
Duration | 0 | Integer | Duration of the flashing, measured in ticks. Set to -1 to default to the Length of the FlashPaletteEffect . |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Grant an external condition to hit actors.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | The condition to apply. Must be included in the target actor's ExternalConditions list. |
Duration | 0 | Integer | Duration of the condition (in ticks). Set to 0 for a permanent condition. |
Range | 1c0 | 1D World Distance | |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Apply damage based on the target's health.
Inherits from: TargetDamageWarhead
, DamageWarhead
.
Property | Default Value | Type | Description |
---|---|---|---|
Spread | 0c0 | 1D World Distance | Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged. |
Damage | 0 | Integer | How much (raw) damage to deal. |
DamageTypes | Collection of DamageType | Types of damage that this warhead causes. Leave empty for no damage types. | |
Versus | Dictionary with Key: String, Value: Integer | Damage percentage versus each armor type. | |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Creates a smudge in SmudgeLayer
.
Property | Default Value | Type | Description |
---|---|---|---|
Size | 0, 0 | Collection of Integer | Size of the area. A smudge will be created in each tile. Provide 2 values for a ring effect (outer/inner). |
SmudgeType | Set of String | Type of smudge to apply to terrain. | |
Chance | 100 | Integer | Percentage chance the smudge is created. |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Makes the screen shake.
Property | Default Value | Type | Description |
---|---|---|---|
Duration | 0 | Integer | Duration of the shaking. |
Intensity | 0 | Integer | Shake intensity. |
Multiplier | 0,0 | 2D Real Number | Shake multipliers by the X and Y axis, comma-separated. |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Apply damage in a specified range.
Property | Default Value | Type | Description |
---|---|---|---|
Spread | 0c43 | 1D World Distance | Range between falloff steps. |
Falloff | 100, 37, 14, 5, 0 | Collection of Integer | Damage percentage at each range step |
Range | Collection of 1D World Distance | Ranges at which each Falloff step is defined. Overrides Spread. | |
DamageCalculationType | HitShape | DamageCalculationType | Controls the way damage is calculated. Possible values are 'HitShape', 'ClosestTargetablePosition' and 'CenterPosition'. |
Damage | 0 | Integer | How much (raw) damage to deal. |
DamageTypes | Collection of DamageType | Types of damage that this warhead causes. Leave empty for no damage types. | |
Versus | Dictionary with Key: String, Value: Integer | Damage percentage versus each armor type. | |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |
Apply damage to the targeted actor.
Property | Default Value | Type | Description |
---|---|---|---|
Spread | 0c0 | 1D World Distance | Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged. |
Damage | 0 | Integer | How much (raw) damage to deal. |
DamageTypes | Collection of DamageType | Types of damage that this warhead causes. Leave empty for no damage types. | |
Versus | Dictionary with Key: String, Value: Integer | Damage percentage versus each armor type. | |
ValidTargets | Ground, Water | Collection of TargetableType | What types of targets are affected. |
InvalidTargets | Collection of TargetableType | What types of targets are unaffected. Overrules ValidTargets. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | What player relationships are affected. |
AffectsParent | False | Boolean | Can this warhead affect the actor that fired it. |
AirThreshold | 0c128 | 1D World Distance | If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks). |
Delay | 0 | Integer | Delay in ticks before applying the warhead effect. 0 = instant (old model). |
DebugOverlayColor | FF0000 | Color (RRGGBB[AA] notation) | The color used for this warhead's visualization in the world's WarheadDebugOverlay trait. |