Difference between revisions of "Weapons"

From NexusWiki
Jump to: navigation, search
m (Incomplete, dont change)
 
(tachic types - weapons added)
 
Line 1: Line 1:
  
 
== '''Weapons''' ==
 
  
 
'''#'''
 
'''#'''
 +
:The serial number of the weapon. It has to be unique among the devices. (Weapon, Shield, Engine, Support)
  
The serial number of the weapon. It has to be unique among the devices. (Weapon, Shield, Engine, Support)
+
;Name
 
+
:The name of the weapon. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.
'''Name'''
+
 
+
The name of the weapon. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.
+
'''Mesh'''
+
 
+
The name and route of the weapon’s model, you only have to give the route within the meshes.
+
 
+
'''Category'''
+
Always 1.
+
 
+
'''Civilization'''
+
 
+
Which civilization’s device?
+
 
+
'''Sets'''
+
 
+
Into which SETs does the device belong to.
+
 
+
 
+
'''Special'''
+
 
+
The special features of the device, there can be only one in one square:
+
 
+
'''NoTarget'''
+
 
+
the device cannot be damaged by attacking
+
 
+
'''Automatic'''
+
the weapon selects a target by itself, and fires
+
 
+
'''Crisis <num>'''
+
 
+
it causes a crisis in the power system, every power systems will work slower for a while
+
+
'''CrisisOut <num>'''
+
 
+
in case of hit, the causes a crisis in the target’s power system, and all of its power systems will work slower for a while.
+
 
+
'''ReserveCons <num>'''
+
 
+
it is needed for the functioning, and it is an immediately consumed reserve power.
+
+
'''ReserveConsOut <num>'''
+
in case of a hit, the target’s reserve pool will decrease with this amount.
+
 
+
 
+
'''Purpose'''
+
  
The usage possibilities of the weapon:
+
;Mesh
 +
:The name and route of the weapon’s model, you only have to give the route within the meshes.
  
1: shield breaker
+
;Category
 +
:Always 1.
  
2: hull demolisher
+
;Civilization
 +
:Which civilization’s device?
  
3: device damager
+
;Sets
 +
:Into which SETs does the device belong to.
  
4: it affects an area
+
;Special
 +
:The special features of the device, there can be only one in one square:
 +
:NoTarget:  the device cannot be damaged by attacking
 +
:Automatic: the weapon selects a target by itself, and fires
 +
:Crisis <num>: it causes a crisis in the power system, every power systems will work slower for a while
 +
:CrisisOut <num>: in case of hit, the causes a crisis in the target’s power system, and all of its power systems will work slower for a while.
 +
:ReserveCons <num>: it is needed for the functioning, and it is an immediately consumed reserve power.
 +
:ReserveConsOut <num>: in case of a hit, the target’s reserve pool will decrease with this amount.
  
5: anti-aircraft defense
+
;Purpose
 +
:The usage possibilities of the weapon:
 +
:1: shield breaker
 +
:2: hull demolisher
 +
:3: device damager
 +
:4: it affects an area
 +
:5: anti-aircraft defense
 +
:6: scanner
  
6: scanner
+
;Carried
 +
:If the weapon is a squadron, this is the size of it.
  
 +
;HitChanceCat
 +
:The hit accuracy of the weapon, see the BaseHitChance chart.
  
'''Carried'''
+
;DeviceHitChance
 +
:The chance of the weapon, the hit a certain device.
  
If the weapon is a squadron, this is the size of it.
+
;AutoDistance
 +
:In case of an automatic weapon, this is that distance in which it fires.
  
'''HitChanceCat'''
+
;MaxCount
 +
:In case of a piecemeal weapon, this is the default number of piecesmeal.
  
The hit accuracy of the weapon, see the BaseHitChance chart.
+
;CountDec
 +
:In case of firing, this is the amount with which the piecemeal decreases.
  
'''DeviceHitChance'''
+
;GroupFire
 +
:In case of firing this is number of effects start, at that time the damage is evaluated so many times. In case of squadron, this is the number of pieces of the boats within the squadron.
  
The chance of the weapon, the hit a certain device.
+
;BatValue
 +
:In case of commando, this is the value that engages the target ship’s security value.
  
'''AutoDistance'''
+
;Substance
 +
:The material of the shot, it matters because of the shields’ components:
 +
:1: energy
 +
:2: solid
 +
:3: bomber
  
In case of an automatic weapon, this is that distance in which it fires.
+
;DamageSet
 +
:Not used.
  
'''MaxCount'''
+
;Charge
In case of a piecemeal weapon, this is the default number of piecesmeal.
+
:The weapon generator can load this much energy into the weapon in every tick, that is, approximately in every tenth of a second.
  
'''CountDec'''
+
;EnergyIn
 +
:The amount of energy that is needed to fire the weapon. The weapon’s rate of fire can be calculated from this and the charge value.
  
In case of firing, this is the amount with which the piecemeal decreases.
+
;PenetrateShield
 +
:The weapon’s shield penetration value. PenetrateShield/Defense(Shield) gives how many percent of the damage can reach the ship. In case this is lower than a treshold (tacticsbase.ini), than the shot won’t get through the shield.
  
'''GroupFire'''
+
;DamageShield
 +
:It damages the shield’s integrity with this value by default.
  
In case of firing this is number of effects start, at that time the damage is evaluated so many times. In case of squadron, this is the number of pieces of the boats within the squadron.
+
;DamageHull
 +
:It damages the hull with this value by default.
  
'''BatValue'''
+
;DamageDevice
 +
:It damages the hit device with this value by default.
  
In case of commando, this is the value that engages the target ship’s security value.
+
;DamageEnergy
 +
:It decreases the charging, but not raised shield’s energy with this value by default.
  
 +
;IonizeDevice
 +
:It puts the weapon out of service for a certain time.
  
'''Substance'''
+
;MaxHullDam
 +
:The weapon can damage the hull with maximum this value.
  
The material of the shot, it matters because of the shields’ components:
+
;Detected
 +
:In case the device is functioning, it modifies the ship’s perceptability with Detect percent.
  
1: energy
+
;Scanned
 +
:In case the device is functioning, the chance of getting identified is increased by this percent.
  
2: solid
+
;Hpmax
 +
:The weapon’s Health Point.
  
3: bomber
+
;RepairHP
 +
:The given weapon can recover maximum this amount in every tick, that is, in every tenth of a second.
  
 +
;Start
 +
:The launching parameters of the shot:
 +
:<param1>:
 +
::1: it starts docked out
 +
::2: the weapon fires
 +
:<param2>: it is not used, it is always 0.
 +
:<param3>: the number of the launching effect
 +
:<param4>: the scaling of the Effect.
  
'''DamageSet'''
+
;Travel
 +
:The traveling parameters of the shot:
 +
:<param1>
 +
::1: the radius from the firing to the target
 +
::2: the traveling shot
 +
::3: the shot that has a shipclass
 +
::4: the shot that aims a breaching point, and it does not have a shipclass
 +
:<param2>
 +
::‘param1’=1: the maximum length of the radius
 +
::‘param1’=2: the speed of the shot
 +
:<param3>: the number of the travel effect
 +
:<param4>: the scaling of the effect
  
Not used.
+
;End
 +
:The impact parameters of the shot:
 +
:<param1>:
 +
::1: impact
 +
::3: it affects an area
 +
::3: the assault drive of the fighters
 +
::4: breaching
 +
:<param2>: the maximum area of the effect, outside this the effect decreases quadratically.
 +
:<param3>: the number of the impact effect
 +
:<param4>: the scaling of the effect
  
'''Charge'''
+
;CannonMaxFireAng
 +
:The firing angle of the weapon.
  
The weapon generator can load this much energy into the weapon in every tick, that is, approximately in every tenth of a second.
+
;ShipMaxFireAng
 +
:Not used.
  
'''EnergyIn'''
+
;Maneuver
 +
:The number of maneouver that is needed to fire the weapon.
  
The amount of energy that is needed to fire the weapon. The weapon’s rate of fire can be calculated from this and the charge value.
+
;Upgrade
 +
:Not used.
  
PenetrateShield
+
;Available
The weapon’s shield penetration value. PenetrateShield/Defense(Shield) gives how many percent of the damage can reach the ship. In case this is lower than a treshold (tacticsbase.ini), than the shot won’t get through the shield.
+
:Not used.
DamageShield
+
It damages the shield’s integrity with this value by default.
+
DamageHull
+
It damages the hull with this value by default.
+
DamageDevice
+
It damages the hit device with this value by default.
+
DamageEnergy
+
It decreases the charging, but not raised shield’s energy with this value by default.
+
IonizeDevice
+
It puts the weapon out of service for a certain time.
+
MaxHullDam
+
The weapon can damage the hull with maximum this value.
+
Detected
+
In case the device is functioning, it modifies the ship’s perceptability with Detect percent.
+
Scanned
+
In case the device is functioning, the chance of getting identified is increased by this percent.
+
Hpmax
+
The weapon’s Health Point.
+
RepairHP
+
The given weapon can recover maximum this amount in every tick, that is, in every tenth of a second.
+
Start
+
The launching parameters of the shot:
+
<param1>: 1: it starts docked out
+
2: the weapon fires
+
<param2>: it is not used, it is always 0.
+
<param3>: the number of the launching effect
+
<param4>: the scaling of the Eeffect.
+
Travel
+
The travelling parameters of the shot:
+
<param1>: 1: the radius from the firing to the target
+
2: the travelling shot
+
3: the shot that has a shipclass
+
4: the shot that aims a breaching point, and it does not have a shipclass
+
<param2>: ‘param1’=1: the maximum length of the radius
+
‘param1’=2: the speed of the shot
+
<param3>: the number of the travel effect
+
<param4>: the scaling of the Eeffect
+
End
+
The impact parameters of the shot:
+
<param1>: 1: impact
+
3: it affects an area
+
3: the assault drive of the fighters
+
4: breaching
+
<param2>: the maximum area of the effect, outside this the effect decreases quadratically.
+
<param3>: the number of the impact effect
+
<param4>: the scaling of the Eeffekt
+
CannonMaxFireAng
+
The firing angle of the weapon.
+
ShipMaxFireAng
+
Not used.
+
Maneuver
+
The number of maneouver that is needed to fire the weapon.
+
Upgrade
+
Not used.
+
Available
+
Not used.
+
InstallRP
+
Not used.
+
Shields
+
#
+
The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).
+
Name
+
The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.
+
Category
+
Shield, always 2.
+
Civilization
+
Which race’s deviece.
+
Sets
+
In which SETs does the device belong to.
+
Components
+
Enumeration, which components does the shield contain, there can be maximum 3 of the following:
+
1: protection against energy
+
2: protection against solid material
+
3: protection against bomber weapons
+
4: the masking of devices, it makes them difficult to indentify
+
5: integrity protection
+
EnergyOutput
+
With how much is the energy charged in every tick.
+
MaxIntegrity
+
The maximum integrity of the shield, this can be broken by shiel breaking weapons.
+
Defense
+
The defense value of the shield, the percentage of the damage that was caused by the weapon can be calculated from this.
+
Mask
+
The modifying value of the devices.
+
IntegrityProtect
+
This gets substracted from the shield breaking weapon’s damage.
+
CM 2
+
A value that jams the aiming of weapons that are in Combat distance.
+
CM 3
+
A value that jams the aiming of weapons that are in Aritllery distance.
+
Detector
+
In case the device is functioning, it can modify the ship’s perception ability in percentile.
+
Detected
+
In case the device is functioning, it modifies the ship’s perceptability with Detected percent.
+
Scanner
+
In case the device is functioning, it modifies the ship’s device-identifing ability in percentile.
+
Scanned
+
In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.
+
Hpmax
+
The Health Point of the device.
+
RepairHP
+
The given device can recover maximum this amount in every tick, that is, in approximately every tenth of a second.
+
OnEfx
+
The number and size of the build up effect.
+
OffEfx
+
The number and size of the degradation effect.
+
Maneuver
+
It is not used.
+
Special
+
It is a special shield feature:
+
Fort <param1> <param2>: Fort shield. ‘param1’: the radius of the shieldsphere, if it is -1, that it covers the whole scene. ‘param2’: those who are under the shield get this amount of support energy in every tick. This is not effected if ‘param’ = -1.
+
Engines
+
#
+
The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).
+
Name
+
The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.
+
Category
+
Engine, always 3.
+
Civilization
+
Which civilization’s device.
+
Sets
+
Into which SETs does the device belong to.
+
Shortcut
+
The keycombination that helps to turn on the engine.
+
EnergyOutput
+
The engine provides this much energy in every tick.
+
EnergyIn
+
This much energy is needed for the 100% functioning.
+
VelocityFactor
+
The engine is capable of this speed. The maximum speed can be calculated from this and that value that was given by the shipclass.
+
SideVelFact
+
The speed of sideward movement.
+
RotVelFact
+
The speed of the rotation.
+
Dodge
+
The speed of the dodging speed, this can be seen, when someone is shooting to the ship. Short, quick sideward movement.
+
DodgeRot
+
The speed of the dodgeing rotation, it is difficult to lock the devices.
+
Detected
+
In case the device is functioning, it modifies the ship’s perceptability with Detected percent.
+
Scanned
+
In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.
+
CM 2
+
A value that jams the aiming of weapons that are in Combat distance.
+
CM 3
+
A value that jams the aiming of weapons that are in Artillery distance.
+
Hpmax
+
The Health Point of the device.
+
RepairHP
+
The given device can recover with maximum this amount in every tick, that is, in aprroximately every tenth of a second.
+
Efx
+
The number and size of the engine’s effect.
+
SoundEfx
+
The number and size of the engine’s soundeffect.
+
Special
+
A special engine feature, only one can be written into one column:
+
Automatic: Automatic, always active.
+
Gravity: the pull of gravity of the black hole does not affect it.
+
Crisis <num>: if used, it causes a crisis, the power systems service will decrease temporarily.
+
Jump: jumpengine, if the normal engine has a target, when it is activated, it teleports the ship into the destination zone. Its functioning can be set to be random, and it can be only activated, if the required amount of reserve energy available.
+
Supports
+
#
+
The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).
+
Name
+
The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.
+
Category
+
Support, always 4.
+
Civilization
+
Which civilization’s device.
+
Sets
+
Into which SETs does the device belong to.
+
Special
+
Special support feature:
+
Automatic: Automatic, always active.
+
  
EnergyOutput
+
;InstallRP
The device provides this much support energy in every tick.
+
:How many resource points the item costs in the config menu
EnergyIn
+
The amount of energy needed in every tick for the functioning of the device.
+
MaxReserve
+
The device can hold this much reserve power.
+
Detector
+
In case the device is functioning, it can modify the ship’s perception ability in percentile.
+
Detected
+
In case the device is functioning, it modifies the ship’s perceptability with Detected percent.
+
Scanner
+
In case the device is functioning, it modifies the ship’s device-identifing ability in percentile.
+
Scanned
+
In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.
+
Ionizer 2
+
It ionizes the ship’s devices with this power within the Combat range
+
Ionizer 3
+
It ionizes the ship’s devices with this power within the Artillery range
+
CM 2
+
A value that jams the aiming of weapons that are in Combat distance.
+
CM 3
+
A value that jams the aiming of weapons that are in Artillery distance.
+
CCM
+
The enumeration of device and jamming decreasing values, the given device’s CM value is decreased by the given value.
+
Hpmax
+
The Health Point of the device.
+
RepairHP
+
The given device can recover with maximum this amount in every tick, that is, in aprroximately every tenth of a second.
+
OnEfx
+
The number and size of the turing on effect.
+
OffEfx
+
The number and size of the turing off effect.
+
Shiptypes
+
#
+
The serial number of the shiptype. It has to be unique within the shiptypes.
+
Name
+
The name of the shiptype. With this name you can refer to the class in #name format, as a constant in the script or in the subsequent parts of the chart.
+
Class
+
The constant or number of the default shipclass.
+
Weapon Devices
+
The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.
+
Weapon DefDevices
+
The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.
+
Shield Devices
+
The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.
+
Shield DefDevices
+
The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.
+
Engine Devices
+
The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.
+
Engine DefDevices
+
The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.
+
Support Devices
+
The constant or number, or the piecemeal of the device which is on the type and cannot be dismounted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.
+
Support DefDevices
+
The constant or number, or the piecemeal of the device which is on the type and can be refitted. Enumeration has to be ended with a ; . Only those devices can be mounted that are the size of the slot, and that fit into the slot.
+
DisabDevices
+
The enumeration of devices that cannot be mounted on the type.
+

Latest revision as of 01:26, 4 July 2009


#

The serial number of the weapon. It has to be unique among the devices. (Weapon, Shield, Engine, Support)
Name
The name of the weapon. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.
Mesh
The name and route of the weapon’s model, you only have to give the route within the meshes.
Category
Always 1.
Civilization
Which civilization’s device?
Sets
Into which SETs does the device belong to.
Special
The special features of the device, there can be only one in one square:
NoTarget: the device cannot be damaged by attacking
Automatic: the weapon selects a target by itself, and fires
Crisis <num>: it causes a crisis in the power system, every power systems will work slower for a while
CrisisOut <num>: in case of hit, the causes a crisis in the target’s power system, and all of its power systems will work slower for a while.
ReserveCons <num>: it is needed for the functioning, and it is an immediately consumed reserve power.
ReserveConsOut <num>: in case of a hit, the target’s reserve pool will decrease with this amount.
Purpose
The usage possibilities of the weapon:
1: shield breaker
2: hull demolisher
3: device damager
4: it affects an area
5: anti-aircraft defense
6: scanner
Carried
If the weapon is a squadron, this is the size of it.
HitChanceCat
The hit accuracy of the weapon, see the BaseHitChance chart.
DeviceHitChance
The chance of the weapon, the hit a certain device.
AutoDistance
In case of an automatic weapon, this is that distance in which it fires.
MaxCount
In case of a piecemeal weapon, this is the default number of piecesmeal.
CountDec
In case of firing, this is the amount with which the piecemeal decreases.
GroupFire
In case of firing this is number of effects start, at that time the damage is evaluated so many times. In case of squadron, this is the number of pieces of the boats within the squadron.
BatValue
In case of commando, this is the value that engages the target ship’s security value.
Substance
The material of the shot, it matters because of the shields’ components:
1: energy
2: solid
3: bomber
DamageSet
Not used.
Charge
The weapon generator can load this much energy into the weapon in every tick, that is, approximately in every tenth of a second.
EnergyIn
The amount of energy that is needed to fire the weapon. The weapon’s rate of fire can be calculated from this and the charge value.
PenetrateShield
The weapon’s shield penetration value. PenetrateShield/Defense(Shield) gives how many percent of the damage can reach the ship. In case this is lower than a treshold (tacticsbase.ini), than the shot won’t get through the shield.
DamageShield
It damages the shield’s integrity with this value by default.
DamageHull
It damages the hull with this value by default.
DamageDevice
It damages the hit device with this value by default.
DamageEnergy
It decreases the charging, but not raised shield’s energy with this value by default.
IonizeDevice
It puts the weapon out of service for a certain time.
MaxHullDam
The weapon can damage the hull with maximum this value.
Detected
In case the device is functioning, it modifies the ship’s perceptability with Detect percent.
Scanned
In case the device is functioning, the chance of getting identified is increased by this percent.
Hpmax
The weapon’s Health Point.
RepairHP
The given weapon can recover maximum this amount in every tick, that is, in every tenth of a second.
Start
The launching parameters of the shot:
<param1>:
1: it starts docked out
2: the weapon fires
<param2>: it is not used, it is always 0.
<param3>: the number of the launching effect
<param4>: the scaling of the Effect.
Travel
The traveling parameters of the shot:
<param1>
1: the radius from the firing to the target
2: the traveling shot
3: the shot that has a shipclass
4: the shot that aims a breaching point, and it does not have a shipclass
<param2>
‘param1’=1: the maximum length of the radius
‘param1’=2: the speed of the shot
<param3>: the number of the travel effect
<param4>: the scaling of the effect
End
The impact parameters of the shot:
<param1>:
1: impact
3: it affects an area
3: the assault drive of the fighters
4: breaching
<param2>: the maximum area of the effect, outside this the effect decreases quadratically.
<param3>: the number of the impact effect
<param4>: the scaling of the effect
CannonMaxFireAng
The firing angle of the weapon.
ShipMaxFireAng
Not used.
Maneuver
The number of maneouver that is needed to fire the weapon.
Upgrade
Not used.
Available
Not used.
InstallRP
How many resource points the item costs in the config menu