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world_setup:weapons_reference:object_types

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

FIXME: 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

world_setup/weapons_reference/object_types.txt · Last modified: 2020/02/17 18:04 by mit

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