User Tools

Site Tools


modding:xml:weapon_devices

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revisionBoth sides next revision
modding:xml:weapon_devices [2017/02/03 03:55] – [Properties] 0xabcdefmodding:xml:weapon_devices [2017/02/04 02:05] 0xabcdef
Line 180: Line 180:
   * **autoAcquireTarget=** If **true** then the projectile will automatically acquire an enemy target within 30 ls when fired.((CSystem.cpp, 453, Metric MAX_AUTO_TARGET_DISTANCE))   * **autoAcquireTarget=** If **true** then the projectile will automatically acquire an enemy target within 30 ls when fired.((CSystem.cpp, 453, Metric MAX_AUTO_TARGET_DISTANCE))
   * **multiTarget=** If **true**, then each projectile can have its own target. Not all projectiles may aim for the selected target, but at least one projectile will as long as it is in range. If the number of projectiles is greater than the number of targets, then one target can have multiple projectiles.   * **multiTarget=** If **true**, then each projectile can have its own target. Not all projectiles may aim for the selected target, but at least one projectile will as long as it is in range. If the number of projectiles is greater than the number of targets, then one target can have multiple projectiles.
 +  * **targetRequired=** If "true", then firing or detonation cannot occur unless there is a target.
 +  * **fragmentTarget=** If "true", then projectiles from fragments will be aimed towards targets upon detonation.
 +  * **fragmentCount=** DEPRECATED: Use **count** attribute on fragments instead.
   * **passthrough=** If specified, this is the chance that the projectile will continue in its path even after it hits and damages an object. NOTE: For area weapons the default is 80; for all others the default is 0.   * **passthrough=** If specified, this is the chance that the projectile will continue in its path even after it hits and damages an object. NOTE: For area weapons the default is 80; for all others the default is 0.
   * **sound=** The sound effect UNID to be played when the projectile is fired.   * **sound=** The sound effect UNID to be played when the projectile is fired.
Line 289: Line 292:
   * **failsafe=** Minimum ticks until the projectile can detonate ((TSEWeaponFireDesc.h, 537, int m_iProximityFailsafe;))   * **failsafe=** Minimum ticks until the projectile can detonate ((TSEWeaponFireDesc.h, 537, int m_iProximityFailsafe;))
   * **fragmentInterval=** The number of ticks between each detonation. Sets fragmentation to be periodic and disables proximity detonation.   * **fragmentInterval=** The number of ticks between each detonation. Sets fragmentation to be periodic and disables proximity detonation.
-  * **fragmentTarget=** If "true", then projectiles from this fragment will be aimed towards a target upon detonation. 
-  * **targetRequired=** If "true", then detonation cannot occur unless there is a target. 
 =====Standard Stats===== =====Standard Stats=====
 ^ Level |  Damage | Power |  Cost |  Ammo Cost | Over | Under | ^ Level |  Damage | Power |  Cost |  Ammo Cost | Over | Under |
modding/xml/weapon_devices.txt · Last modified: 2017/02/05 18:07 by 0xabcdef