world_setup:weapons_reference
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world_setup:weapons_reference [2020/02/17 17:45] – [CONTROL] mit | world_setup:weapons_reference [2020/02/17 19:11] (current) – [Weapons.txt Field Reference] mit | ||
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===== Weapons.txt Field Reference ====== | ===== Weapons.txt Field Reference ====== | ||
- | Data\Weapons.txt sets up the behaviours for each weapon type on your world. The following parameters are supported ; some are only applicable to particular configurations. | + | Your server' |
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==== CONTROL ==== | ==== CONTROL ==== | ||
- | **[[world_setup: | + | >>[[world_setup: |
This affects how the player fires the weapon. You can use it to make weapons that need a quick keypress to fire, or weapons that increase their fire ' | This affects how the player fires the weapon. You can use it to make weapons that need a quick keypress to fire, or weapons that increase their fire ' | ||
==== FIRE ==== | ==== FIRE ==== | ||
+ | >> [[world_setup: | ||
This field controls how the weapon object is launched once it is fired. It is used to define things like the initial trajectory and speed of the weapon object, and defines how the Fire parameter (described above) is interpreted. In a similar way, each Fire function generates a further parameter that is applied to the Object you specify below. | This field controls how the weapon object is launched once it is fired. It is used to define things like the initial trajectory and speed of the weapon object, and defines how the Fire parameter (described above) is interpreted. In a similar way, each Fire function generates a further parameter that is applied to the Object you specify below. | ||
- | |||
- | Details of all the valid weapon fire modes can be found [[world_setup: | ||
===== Main Weapon Script Fields ===== | ===== Main Weapon Script Fields ===== | ||
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==== OBJECT ==== | ==== OBJECT ==== | ||
+ | >> [[world_setup: | ||
This field defines the physical properties of the weapon being fired - some bounce, some have gravity applied, some don't, etc. The behaviour of some of these objects is affected by the parameter passed in from the Fire function (see above). In most cases, this comes from the script Param field. | This field defines the physical properties of the weapon being fired - some bounce, some have gravity applied, some don't, etc. The behaviour of some of these objects is affected by the parameter passed in from the Fire function (see above). In most cases, this comes from the script Param field. | ||
- | Details of all the valid weapon fire modes can be found [[world_setup: | ||
==== SPEED ==== | ==== SPEED ==== | ||
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==== PARAM ==== | ==== PARAM ==== | ||
This is a global parameter value that can take on different meanings depending on the Fire and Control type chosen. It is often ignored, but it's essential for MGs and a few other weapon types, for example. E.g. Param=400 | This is a global parameter value that can take on different meanings depending on the Fire and Control type chosen. It is often ignored, but it's essential for MGs and a few other weapon types, for example. E.g. Param=400 | ||
- | |||
- | ==== ITEM ==== | ||
- | This is the item (ammo) required to use the weapon. If set to NONE, no ammo is required. (This is the default if this field is omitted). | ||
- | |||
- | ==== MAXCARRIED ==== | ||
- | The amount of a weapon item that can be carried. E.g. MaxCarried=50 | ||
- | |||
- | ==== AMMOPERLIFE ==== | ||
- | Adding this field provides an alternate method for controlling how many times a player may use a particular weapon item. It overrides the Item/Ammo options. The value you provide here is the number of times the weapon can be fired until the player next dies. e.g. AmmoPerLife=3 | ||
- | |||
- | ==== ENERGY ==== | ||
- | This field is only required when using *settings -> Subgame -> Weapons Control Mode set to 2. In this mode each player has an ' | ||
==== BUILDDAMAGE ==== | ==== BUILDDAMAGE ==== | ||
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==== VELEFFECT ==== | ==== VELEFFECT ==== | ||
This controls whether the speed that the player is moving it is included in the speed that the weapon is launched at. 0 means it isn't, 1 means it is (default). E.g. VelEffect=1 | This controls whether the speed that the player is moving it is included in the speed that the weapon is launched at. 0 means it isn't, 1 means it is (default). E.g. VelEffect=1 | ||
+ | |||
+ | ===== Ammunition & Item restrictions ===== | ||
+ | |||
+ | ==== ITEM ==== | ||
+ | This is the item (ammo) required to use the weapon. If set to NONE, no ammo is required. (This is the default if this field is omitted). | ||
+ | |||
+ | ==== MAXCARRIED ==== | ||
+ | The amount of a weapon item that can be carried. E.g. MaxCarried=50 | ||
+ | |||
+ | ==== AMMOPERLIFE ==== | ||
+ | Adding this field provides an alternate method for controlling how many times a player may use a particular weapon item. It overrides the Item/Ammo options. The value you provide here is the number of times the weapon can be fired until the player next dies. e.g. AmmoPerLife=3 | ||
+ | |||
+ | ==== ENERGY ==== | ||
+ | This field is only required when using *settings -> Subgame -> Weapons Control Mode set to 2. In this mode each player has an ' | ||
+ | |||
===== Weapon Graphics & Sounds ===== | ===== Weapon Graphics & Sounds ===== | ||
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==== SOUND ==== | ==== SOUND ==== | ||
This is the sound played when this weapon is fired. The value given corresponds to the ' | This is the sound played when this weapon is fired. The value given corresponds to the ' | ||
+ | ==== SOUND2 ==== | ||
==== MUZZLE ==== | ==== MUZZLE ==== | ||
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[Not working at the moment]. Including this value means that, when a weapon hits a target, any players standing within the region receive some damage. The value is the splash damage radius in metres. e.g. SplashRadius=10 | [Not working at the moment]. Including this value means that, when a weapon hits a target, any players standing within the region receive some damage. The value is the splash damage radius in metres. e.g. SplashRadius=10 | ||
- | + | ==== REQUIRETARGET ==== | |
+ | If set to 1, the weapon can't be fired unless the player has acquired a target through the system activated by server command: ***targetingmode [PLAYERNAME] [mode] [dist]** | ||
+ | FIXME : Link to targetingmode page :) | ||
+ | |||
+ | ==== NOTIFYMODE ==== | ||
+ | You can use NotifyMode to have the server trigger a script function when something happens to the weapon. \\ | ||
+ | **NotifyMode = 1**, means the server triggers the " | ||
+ | **NotifyMode = 2**, means the server triggers the " | ||
+ | **NotifyMode = 3** activates both the above systems.\\ | ||
+ | |||
+ | |||
+ | ==== RESTRICTIONS ==== | ||
+ | Currently this just supports mode 1, which means the weapon is not allowed to be fired if the player is within 30m of a crow flag. Further, more configurable options will be added if/as required. | ||
===== Weapons debugging and comments ===== | ===== Weapons debugging and comments ===== | ||
world_setup/weapons_reference.1581983111.txt.gz · Last modified: 2020/02/17 17:45 by mit