The 'FIRE=' 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 (see 'Weapon Control Parameters') is interpreted. In a similar way, each Fire function generates a further parameter that is applied to the Object you specify below.
In these basic modes, the 'fire parameter' is not used. The 'object parameter' passed is the script 'PARAM=' field.
Weapons are fired in the direction the player is looking.
Weapons are fired in the direction the player is facing.
Weapons are fired in pairs in the direction the player is facing. The separation of the pair of bullets can be changed by adding a 'SPREAD=' field to your weapon.
Weapon is launched with no speed - i.e. it stays where it's dropped.
TBD: Firing this weapon triggers a 'UseItem' event on the server.
Weapons are fired in the direction the player is looking with a speed affected by the 'Fire Parameter'. In this mode, the optional 'MinSpeed=' field can be used. If the fire parameter is 0.0, then the speed the weapon is launched at is the MinSpeed. If the fire parameter is 1.0, then the speed is MinSpeed + (1.0 * Speed).
Same as 'VariableForce' above, but the weapon is fired in the direction the player is facing, rather than looking.
Weapons are fired in the direction the player is looking but at a pitch determined by the Fire Parameter. If it is 0, the weapon is fired at 10 degrees to the horizontal, if the Fire Parameter is 1, the angle is 70 degrees.
Weapons are fired in the direction the player is looking, with the expiry time of the weapon varying according to the Fire Parameter. When using this mode, the 'MinExpiry=' field can be used to set a minimum expiry time for the weapon (i.e. when the Fire Parameter is zero).
Subspace-style 'burst' weapon that fires out in a circle from the player
Subspace-style rocket speedboost.
Makes the vehicle jump when pressed. The strength of the jump is the 'Speed' field combined with the weapon param passed in from the 'Control' field
Special Republic-style flaming torch ?weapon?. Also related is special animation control when player has a torch (it triggers fire_weap1 for standing and fire_weap2 for walking)
: [Deprecated?] Weapons are fired in the direction the player is facing with a slight additional upward angle. The Fire Parameter controls the speed the weapon is launched at. The object parameter passed is the script Param field.
This is basically the same as Basic, however it includes a number of default 'helper' speed setups when the Object used is one of the 'Rocket' objects. (e.g. If you use this combined with a 'Rocket2' object - instead of firing in the line ur looking, it fires the weapon straight up.
: (Probably not functional?) Special homing 'evil eye' weapon which homes in on the nearest enemy, hovers above them, and drops a bunch of cluster bombs while laughing evilly. No idea why.
: (Deprecated?). In theory should fall from your vehicle in a bomb-like way.
TBD