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Weapons

Andreas-W edited this page Oct 13, 2025 · 6 revisions

Weapon.ini

Scatter Target Improvements

Added new weapon parameters to tweak ScatterTargets

  • ScatterTargetAligned = No - (Aligns target pattern with the firing unit. Default = No)

  • ScatterTargetRandomOrder = Yes - (Use target points random or linear order. Default = Yes)

  • ScatterTargetRandomAngle = No - (Use a random angle for the target pattern. Default = No)

  • ScatterTargetMinScalar = 0 - (if > 0, the target scalar will be linearly scaled between min and max weapon range; ScatterTargetMinScalar defines the scalar at minimum range, while ScatterTargetScalar defines the value at maxium range.)

  • ScatterTargetCenteredAtShooter = No - (Scatter target coordinates will be used relative to the shooter's position instead of the target, i.e. the firing unit is considered to be at 0/0)

  • ScatterTargetResetTime = 0 (Duration in msec; Scatter targets will be reset after the unit is not firing for this amount of time)

  • ScatterTargetResetRecenter = No - When scatter targets are reset, with only a portion of the clip remaining, chose targets in the center of the list of ScatterTargets. This is recommended for "sweeping" targets that form a line in both sides of the main target.

These features can be used to e.g. fire a laser in a line, or create strafing runs for aircraft, by using a linear pattern with ScatterTargetAligned=Yes and ScatterTargetRandomOrder=No

Pre Attack FX

Added new weapon parameters to define FXList that is played on PreAttack

  • PreAttackFX = <FXListEntry> - (FXList entry; played when PRE_ATTACK starts. Default = None)
  • VeterancyPreAttackFX = [VETERAN | ELITE | HEROIC] <FXListEntry> - (Veterancy level and FXList entry. played when PRE_ATTACK starts. Default = None)
  • PreAttackFXDelay = 200 - (Minimal delay in ms when PreAttack FX can be played again. In some situations, e.g. when following a moving target, PreAttack state can be entered repeatedly and this avoids spamming the FX. Default = 200)

Notes:

  • FXList will be aligned to the object's FireFX bone.
  • BulletTracer used in the FX will be aligned to the target.
  • TODO: Add flag to spawn FX at object's origin position instead.

Laser Improvements

Added improvements for lasers.

Continuous Laser

  • ContinuousLaserLoopTime = 0 - (time in ms. If this is > 0, the laser object will be kept and moved with the next shot, instead of creating a new laser object. Default = 0)

Note: This is can be used for continous laser weapons along with the new fade in/out and grow/shrink parameters in LaserUpdate

Detonation FX and OCL

  • ProjectileDetonationFX and ProjectileDetonationOCL are now supported for lasers. FX and OCL will be created at the target location.

Laser Target Height Offsets

Laser weapons are hardcoded to hit with an offset of 10.0 above the target unit's height. This can now be configured

  • LaserGroundUnitTargetHeight = 10.0 - Lasers will hit this high above a ground target unit's origin.

  • LaserGroundTargetHeight = 0.0 - Lasers will hit this high above the ground when attacking the ground (e.g. force fire).

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