27 lines
2.1 KiB
Plaintext
27 lines
2.1 KiB
Plaintext
//name //(STRING)name of weapon, use same name in .veh file, use no spaces or special characters
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//{
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//name //(STRING) Unique name of weapon, must be same as the name above
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//projectile //(INT)0 = traceline, 1 = projectile (missile entity)
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//hasGravity //(INT)0 = no grav, 1 = normal grav (on projectiles only)
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//ionWeapon //(INT) 0 = not an ion weapon, 1 = disables ship shields and sends them out of control
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//muzzleFX //(STRING)path to Muzzle Effect, starting from "effects"
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//shotFX //(STRING)path to Shot Effect, starting from "effects"
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//impactFX //(STRING)path to Impact Effect, starting from "effects"
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//g2MarkShaderHandle //(STRING) name of shader to use for G2 marks made on other models when hit by this projectile
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//g2MarkSize //(FLOAT) size (diameter) of the ghoul2 mark
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//loopSound //(STRING)path to loopSound, starting from "base"
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//speed //(FLOAT)speed of projectile/range of traceline
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//homing //(FLOAT)0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ
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//homingFOV //(FLOAT, -1.0 to 1.0) default 0. Missile will lose lock on if DotProduct of missile direction and direction to target ever drops below this (-1 to 1, -1 = never lose target, 0 = lose if ship gets behind missile, 1 = pretty much will lose it's target right away)
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//lockOnTime //(INT)0 = no lock time needed, else # of ms needed to lock on
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//damage //(INT)damage done when traceline or projectile directly hits target
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//splashDamage //(INT)damage done to ents in splashRadius of end of traceline or projectile origin on impact
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//splashRadius //(FLOAT)radius that ent must be in to take splashDamage (linear fall-off)
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//ammoPerShot //(INT)how much "ammo" each shot takes
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//health //(INT)if non-zero, projectile can be shot, takes this much damage before being destroyed
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//width //(FLOAT)width of traceline or bounding box of projecile (non-rotating!)
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//height //(FLOAT)height of traceline or bounding box of projecile (non-rotating!)
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//lifetime //(INT) after this many milliseconds, it will remove itself
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//explodeOnExpire //(INT) if set to 1, it will explode when lifetime is up, not just remove itself
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//}
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