Weapon Defs

Here we provide a list of engine defined weapondefs:

NameDescriptionValues
name string The descriptive name of the weapon as listed in FPS mode. Default: Weapon
weaponType string Default: Cannon
id int Default: 0
customParams table
avoidFriendly bool Default: 1
avoidFeature bool Default: 1
avoidNeutral bool Default: 0
avoidGround bool Default: 1
avoidCloaked bool Default: 0
collideEnemy bool Default: 1
collideFriendly bool Default: 1
collideFeature bool Default: 1
collideNeutral bool Default: 1
collideFireBase bool Default: 0
collideNonTarget bool Default: 1
collideGround bool Default: 1
collideCloaked bool Default: 1
damage table
damage.default float Default: 1
size float
explosionSpeed float
impactOnly bool Default: 0
noSelfDamage bool Default: 0
noExplode bool Default: 0
burnblow bool Default: 0
damageAreaOfEffect float Fallback: areaOfEffect
Default: 8
Scale Value: 0.5
Scale String: 0.5f
edgeEffectiveness float Default: 0
Max: 1
collisionSize float Default: 0.05
weaponVelocity float Fallback: maxVelocity
Default: 0
Min: 0.01
Scale Value: 0.0333333
Scale String: 1.0f / GAME_SPEED
startvelocity float Default: 0
Min: 0.01
Scale Value: 0.0333333
Scale String: 1.0f / GAME_SPEED
weaponacceleration float Fallback: acceleration
Default: 0
Scale Value: 0.00111111
Scale String: 1.0f / (GAME_SPEED * GAME_SPEED)
reloadTime float Default: 1
burstRate float Default: 0.1
burst int Default: 1
projectiles int Default: 1
waterBounce bool Default: 0
groundBounce bool Default: 0
bounceSlip float Default: 1
bounceRebound float Default: 1
numBounce int Default: -1
impulseFactor float Default: 1
impulseBoost float Default: 0
craterMult float Fallback: impulseFactor
Default: 1
craterBoost float Default: 0
craterAreaOfEffect float Fallback: areaOfEffect
Default: 8
Scale Value: 0.5
Scale String: 0.5f
waterweapon bool Default: 0
submissile bool Default: 0
fireSubmersed bool Fallback: waterweapon
Default: 0
commandfire bool Default: 0
range float Default: 10
heightmod float Default: 0.2
targetBorder float Default: 0
Min: -1
Max: 1
cylinderTargeting float Fallback: cylinderTargetting
Default: 0
Min: 0
Max: 128
turret bool Does the unit aim within an arc (up-to and including full 360° turret traverse) or always aim along the owner's heading? Default: 0
fixedLauncher bool Default: 0
tolerance float Default: 3000
Scale Value: 9.58738e-05
Scale String: TAANG2RAD
firetolerance float Default: 3640
Scale Value: 9.58738e-05
Scale String: TAANG2RAD
highTrajectory int Default: 2
trajectoryHeight float Default: 0
tracks bool Default: 0
wobble float Default: 0
Scale Value: 3.19579e-06
Scale String: float(TAANG2RAD) / GAME_SPEED
dance float Default: 0
Scale Value: 0.0333333
Scale String: 1.0f / GAME_SPEED
gravityAffected bool Default: 0
myGravity float Default: 0
canAttackGround bool Default: 1
weaponTimer float Default: 0
flighttime float Flighttime of missiles in seconds. Default: 0
Scale Value: 30
Scale String: GAME_SPEED
turnrate float Default: 0
Scale Value: 3.19579e-06
Scale String: float(TAANG2RAD) / GAME_SPEED
heightBoostFactor float Default: -1
proximityPriority float Default: 1
allowNonBlockingAim bool When false, the weapon is blocked from firing until AimWeapon() returns. Default: 0
accuracy float Default: 0
sprayAngle float Default: 0
movingAccuracy float Fallback: accuracy
Default: 0
targetMoveError float Default: 0
leadLimit float Default: -1
leadBonus float Default: 0
predictBoost float Default: 0
ownerExpAccWeight float
minIntensity float The minimum percentage the weapon's damage can fall-off to over its range. Setting to 1.0 will disable fall off entirely. Unrelated to the visual-only intensity tag. Default: 0
duration float Default: 0.05
beamtime float Default: 1
beamburst bool Default: 0
beamTTL int Default: 0
sweepFire bool Makes BeamLasers continue firing while aiming for a new target, 'sweeping' across the terrain. Default: 0
largeBeamLaser bool Default: 0
sizeGrowth float Default: 0.5
flameGfxTime float
metalPerShot float Default: 0
energyPerShot float Default: 0
fireStarter float The percentage chance of the weapon setting fire to static map features on impact. Default: 0
Min: 0
Scale Value: 0.01
Scale String: 0.01f
paralyzer bool Is the weapon a paralyzer? If true the weapon only stuns enemy units and does not cause damage in the form of lost hit-points. Default: 0
paralyzeTime int Determines the maximum length of time in seconds that the target will be paralyzed. The timer is restarted every time the target is hit by the weapon. Cannot be less than 0. Default: 10
Min: 0
stockpile bool Does each round of the weapon have to be built and stockpiled by the player? Will only correctly function for the first of each stockpiled weapons a unit has. Default: 0
stockpileTime float The time in seconds taken to stockpile one round of the weapon. Fallback: reload
Default: 1
Scale Value: 30
Scale String: GAME_SPEED
targetable int Bitmask representing the types of weapon that can intercept this weapon. Each digit of binary that is set to one means that a weapon with the corresponding digit in its interceptor tag will intercept this weapon. Instant-hitting weapons such as [#BeamLaser], [#LightningCannon] and [#Rifle] cannot be targeted. Default: 0
interceptor int Bitmask representing the types of weapons that this weapon can intercept. Each digit of binary that is set to one means that a weapon with the corresponding digit in its targetable tag will be intercepted by this weapon. Default: 0
interceptedByShieldType unsigned int
coverage float The radius in elmos within which an interceptor weapon will fire on targetable weapons. Default: 0
interceptSolo bool If true no other interceptors may target the same projectile. Default: 1
dynDamageInverted bool If true the damage curve is inverted i.e. the weapon does more damage at greater ranges as opposed to less. Default: 0
dynDamageExp float Exponent of the range-dependent damage formula, the default of 0.0 disables dynamic damage, 1.0 means linear scaling, 2.0 quadratic and so on. Default: 0
dynDamageMin float The minimum floor value that range-dependent damage can drop to. Default: 0
dynDamageRange float If set to non-zero values the weapon will use this value in the range-dependant damage formula instead of the actual range. Default: 0
shield.repulser bool Does the shield repulse (deflect) projectiles or absorb them? Fallback: shieldRepulser
Default: 0
shield.smart bool Determines whether or not projectiles fired by allied units can pass through the shield (true) or are intercepted as enemy weapons are (false). Fallback: smartShield
Default: 0
shield.exterior bool Determines whether or not projectiles fired within the shield's radius can pass through the shield (true) or are intercepted (false). Fallback: exteriorShield
Default: 0
shield.maxSpeed float The maximum speed the repulsor will impart to deflected projectiles. Fallback: shieldMaxSpeed
Default: 0
shield.force float The force applied by the repulsor to the weapon - higher values will deflect weapons away at higher velocities. Fallback: shieldForce
Default: 0
shield.radius float The radius of the circular area the shield covers. Fallback: shieldRadius
Default: 0
shield.power float Essentially the maximum allowed hit-points of the shield - reduced by the damage of a weapon upon impact. Fallback: shieldPower
Default: 0
shield.startingPower float How many hit-points the shield starts with - otherwise the shield must regenerate from 0 until it reaches maximum power. Fallback: shieldStartingPower
Default: 0
shield.powerRegen float How many hit-points the shield regenerates each second. Fallback: shieldPowerRegen
Default: 0
shield.powerRegenEnergy float How much energy resource is consumed to regenerate each hit-point. Fallback: shieldPowerRegenEnergy
Default: 0
shield.energyUse float The amount of the energy resource consumed by the shield to absorb or repulse weapons, continually drained by a repulsor as long as the projectile is in range. Fallback: shieldEnergyUse
Default: 0
rechargeDelay float The delay in seconds before a shield begins to regenerate after it is hit. Fallback: shieldRechargeDelay
Default: 0
Scale Value: 30
Scale String: GAME_SPEED
shield.interceptType unsigned int Bitmask representing the types of weapons that this shield can intercept. Each digit of binary that is set to one means that a weapon with the corresponding digit in its interceptedByShieldType will be intercepted by this shield (See [[Shield Interception Tag]] Use). Fallback: shieldInterceptType
Default: 0
shield.visible bool Is the shield visible or not? Fallback: visibleShield
Default: 0
shield.visibleRepulse bool Is the (hard-coded) repulse effect rendered or not? Fallback: visibleShieldRepulse
Default: 0
shield.visibleHitFrames int The number of frames a shield becomes visible for when hit. Fallback: visibleShieldHitFrames
Default: 0
shield.badColor float4 The RGBA colour the shield transitions to as its hit-points are reduced towards 0. Fallback: shieldBadColor
Default: 1, 0.5, 0.5
shield.goodColor float4 The RGBA colour the shield transitions to as its hit-points are regenerated towards its maximum power. Fallback: shieldGoodColor
Default: 0.5, 0.5, 1
shield.alpha float The alpha transparency of the shield whilst it is visible. Fallback: shieldAlpha
Default: 0.2
shield.armorType string Specifies the armorclass of the shield; you can input either an armorclass name OR a unitdef name to share that unit's armorclass Fallback: shieldArmorType
Default: default
model string
explosionScar bool Default: 1
alwaysVisible bool Default: 0
cameraShake float Fallback: damage.default
Default: 0
Min: 0
smokeTrail bool Default: 0
smokeTrailCastShadow bool Default: 1
smokePeriod int Default: 8
smokeTime int Default: 60
smokeSize float Default: 7
smokeColor float Default: 0.65
castShadow bool Default: 1
sizeDecay float Default: 0
alphaDecay float Default: 1
separation float Default: 1
noGap bool Default: 1
stages int Default: 5
lodDistance int Default: 1000
thickness float Default: 2
coreThickness float Default: 0.25
laserFlareSize float Default: 15
tileLength float Default: 200
scrollSpeed float Default: 5
pulseSpeed float Default: 1
beamDecay float Default: 1
falloffRate float Default: 0.5
hardstop bool Default: 0
rgbColor float3 Default: 1, 0.5, 0
rgbColor2 float3 Default: 1, 1, 1
intensity float Alpha transparency for non-model projectiles. Lower values are more opaque, but 0.0 will cause the projectile to disappear entirely. Default: 0.9
colormap string
textures.1 string Fallback: texture1
textures.2 string Fallback: texture2
textures.3 string Fallback: texture3
textures.4 string Fallback: texture4
cegTag string The name, without prefixes, of a CEG to be emitted by the projectile each frame.
explosionGenerator string
bounceExplosionGenerator string
soundTrigger bool
soundStart string
soundHitDry string Fallback: soundHit
soundHitWet string Fallback: soundHit
soundStartVolume float Default: -1
soundHitDryVolume float Fallback: soundHitVolume
Default: -1
soundHitWetVolume float Fallback: soundHitVolume
Default: -1