Table of Contents
Weapon Objects
The 'Object' field in your weapons script 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. In most cases and by default, this comes from the script 'PARAM=' field.
Projectile weapon objects
Projectile objects travel from the player and are affected by gravity. The model used for the weapon depends on the “Graphic=” setting for the weapon. (i.e. If “Graphic=1” then 'Weapon Model 1' is used).
Object=Projectile
Object is an unpowered projectile.
Object=ExpProjectile
Object is an unpowered projectile which explodes on contact with the floor, player or building.
Object=BouncyProjectile
Object is an unpowered projectile that bounces when it hits the floor.
Object=ProjectileWithTarget
TBD
Standard weapon objects
The model used for theses weapons depends on the “Graphic=” setting for the weapon.
Object=Sticky
Object sticks to the player who fired it, until the expiry time is reached (Determined by the object parameter in milliseconds).
Object=Static
Object stays exactly where it is fired from.
Object=StaticGrav
Object has no lateral motion, but falls to the ground.
Object=ExpLinear
Object is unpowered and unaffected by gravity or friction. It explodes if it hits a target or the landscape
Object=ExpLinear2
Object is unpowered and unaffected by gravity or friction. It explodes if it hits a target but will track the landscape height rather than hitting it.
Object=KeepHeight
Object is unpowered and unaffected by gravity or friction. It explodes if it hits a target but will track the landscape height rather than hitting it.
'Plasma' weapon objects
These are weapons with a special 'sprite' graphic (“Graphic=” field is ignored) - each is a different colour. You can change the size of the plasma bolts by adding the 'GraphicSize=' parameter.
Object=Plasma1
Object=Plasma2
Object=Plasma3
Move in a straight line and are unaffected by gravity or friction.
Object=GravPlasma1
Object=GravPlasma2
Object=GravPlasma3
More versions of the plasma weapons but these are affected by gravity.
Object=Plasma1KeepHeight
Object=Plasma2KeepHeight
Object=Plasma3KeepHeight
These plasma weapons move in a straight line and are unaffected by gravity or friction - This variant 'tracks the landscape' ; remaining a fixed height above the land at all times
Object=Plasma1KeepHeightBouncy
Object=Plasma2KeepHeightBouncy
Object=Plasma3KeepHeightBouncy
These plasma weapons move in the same way as the 'keepheight' weapons above (i.e. remaining a fixed height above the land at all times) but these weapons also bounce off any walls in the world.
Object=LightPlasma1
Object=LightPlasma2
Object=LightPlasma3
Same as Plasma but the plasma bullet also adds a light to the world
Object=LightPlasma1KeepHeight
Object=LightPlasma2KeepHeight
Object=LightPlasma3KeepHeight
Same as Plasma but the plasma bullet also adds a light to the world
: These above types should be deprecated and replaced by Plasma , PlasmaKeepHeight, PlasmaGrav, PlasmaKeepHeightBouncy with the graphic num being used as you'd expect.. This doesnt seem to have been completed yet…
Special weapon objects
Object=Scripted
TBD: Firing this object triggers a 'FireWeapon' event on the server.
Object=Repel
Subspace-style repulsor weapon. Pushes other players (and weapons) away from you when fired.
Object=Laser
TBD
Object=MG
Machine gun burst. This is a special weapon that fires a burst of individual bullets in sequence each time it is fired. (This allows for more rapid fire bullets without vastly increasing the bandwidth use). It uses a special graphic and the Graphic setting in the script is ignored.
When using MG as a weapon object, the Parameter field controls how frequently (in 1/1000ths of a second) the bullets are fired, the Expiry field controls how long the burst goes on for, and the SubExpiry field controls how long the bullets last before they expire. For instance, if you set the Param to 200 (1/5th of a second), and Expiry to 100 (1 second), and SubExpiry to 500 (1/2 a second) - your weapon would fire bursts of 5 bullets over the course of one second, and each burst of bullets would remain in-game for ½ a second, or until it hit something.
Object=Smoke
tbc
Object=Grenade
tbc
Object=EvilEye
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. Evil eyes don't use a Weapon Model graphic, they use a hard-coded sprite.
Object=MGKeepHeight
A variant of the MG object described above, with the addition that the bullets track the landscape - always remaining a fixed height above the surface.
'Rocket' weapon objects
'Rocket' objects all use Weapon Model 2, irrespective of the 'Graphic=' value. Each rocket type has a specific behaviour..
Object=Rocket1
A powered rocket.. It accelerates in a straight line to a fixed speed, leaving a flame trail, until the Expiry time - from then, gravity is applied and it falls to the floor. (If it hasnt hit the floor 10 seconds after the expiry time it explodes anyway).
Object=Rocket2
A 'tomahawk' stylee missile - It goes up to a certain height above the landscape, before flattening out then trying to target a player. If a player is in the view cone of the missile, it directs itself towards the player.
Object=Rocket3
Air-target missile - Once fired, it attempts to lock on to an airborne target.. If it finds one it accelerates and steers towards it (until the Expiry time is reached). If it does not find a target it behaves as a normal explosive projectile.
Object=Rocket5
Cluster rocket. Powered flight till the Expiry time is reached, then it falls to the ground. Just before it hits, it explodes and launches 8 grenades in a circle.
Object=RocketKeepHeight
Powered rocket object that tracks at a fixed height above the ground.
Object=CruiseMissile
Cruise missile - Accelerates and then follows the terrain at a fixed speed until the Expiry time is reached.
Object=A2AMissile
TBD