Table of Contents
Weapon Fire Parameters
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.
Standard / Basic 'FIRE=' controls
In these basic modes, the 'fire parameter' is not used. The 'object parameter' passed is the script 'PARAM=' field.
Fire=Basic
Weapons are fired in the direction the player is looking.
Fire=BasicAim
Weapons are fired in the direction the player is facing.
Fire=DualAim
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.
Fire=Static
Weapon is launched with no speed - i.e. it stays where it's dropped.
Fire=UseItem
TBD: Firing this weapon triggers a 'UseItem' event on the server.
Parameter-driven 'FIRE=' controls
Fire=VariableForce
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).
Fire=VariableForceAim
Same as 'VariableForce' above, but the weapon is fired in the direction the player is facing, rather than looking.
Fire=VariablePitch
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.
Fire=VariableExpiry
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).
Special Effect 'FIRE=' controls
Fire=Spread
Subspace-style 'burst' weapon that fires out in a circle from the player
Fire=SpeedBoost
Subspace-style rocket speedboost.
Fire=Jumpjet
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
Fire=Flametorch
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)
Other Misc 'FIRE=' controls
Fire=Lob
: [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.
Fire=Rocket
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.
Fire=EvilEye
: (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.
Fire=Bomb
: (Deprecated?). In theory should fall from your vehicle in a bomb-like way.
Fire=TargetWildlife
TBD