Weapons (generic)
Description
Dummy weapon used by units to simulate attacks performed by behaviors or to direct ammo units from the Arm Magazine ability
Hint
- Do not forget to link the cooldown to another weapon if you want to give the illusion of firing
Fields Description
Cost - Cost +
- The fields involved in the cost of firing the weapon
- Has the ability to link the cooldown
Effect - Marker - Count
- How many markers are added per attack by this weapon
Effect - Marker - Link
- Links the markers of this weapon with those of other effects
Effect - Marker - Match Flags
- (Unknown)
Effect - Marker - Mismatch Flags
- (Unknown)
Stats - Arc
- Angle that the weapon can target and aquire units without the attacking unit having to turn or losing the target
- 90 degrees means the unit can shoot 45 degrees to either side
Stats - Arc Slop
- Angle determining how far outside the arc the target can go before losing the target
Stats - Backswing
- The cooldown before another weapon can fire
Stats - Damage Point
- The delay from the weapon animating before the effect is performed
Stats - Level
- The initial level of the weapon displayed at the bottom right of the icon for it
Stats - Minimum Range
- The distance the target must be away from the unit than in order to fire at the unit
Stats - Minimum Scan Range
- How far the weapon scans for aquiring targets
Stats - Period
- How regularly the weapon fires
Stats - Range
- How far the weapon can fire
Stats - Range Slop
- If the target unit moves away from the attacker, this field determines how far from the range of the attacker the target can get before the weapon loses the target
UI - Damage Display Effect
- The damage effect used for showing how much damage the weapon does and any bonuses to various attributes
UI - Display Attack Count
- Used to describe the intended number of attacks per weapon use. It is only for display and should match the number of times the UI display effect is applied when the weapon fires.
UI - Icon
- The texture used for the icon of the weapon
UI - Period Display Flags
- Collapse Buffed combines the attack speed of the weapon and from behaviors into a single value instead of the period + buff attack speed
- Expand Upgraded displays the upgraded period as period + upgrade attack speed instead of being a single combined value
- Rounded rounds the attack speed to the nearest whole number instead of showing decimals
UI - Range Display Flags
- Collapse Buffed combines the range of the weapon and from behaviors into a single value instead of the range + buff range
- Expand Upgraded displays the upgraded range as period + upgrade range instead of being a single combined value
- Rounded rounds the range to the nearest whole number instead of showing decimals
UI - Tooltip
- The text shown when highlighting the weapon
UI - Tooltip Priority
- (Unknown)
Weapon - Acquire Prioritization
- Determines how the weapon chooses targets automatically
- Angle chooses the target closest to straight infront of the unit in preference
- Distance chooses the closest target
- Distance From Target chooses a target closest to the previous one
Weapon - Acquire Target Sorts - Request Count
- (Unknown)
Weapon - Acquire Target Sorts - Request Percentage
- (Unknown)
Weapon - Acquire Target Sorts - Sorts
- (Unknown)
Weapon - Chase Filters
- The filters for following units that try to move outside the Stats - Range
Weapon - Name
- The name of the weapon
Weapon - Options
- Can Initiate Attack allows the weapon to attack for offence
- Continuous (Unknown)
- Disabled makes the weapon initially disabled and must be enabled using a behavior
- Display Cooldown shows how long before the weapon cools down
- Hidden makes the weapon hidden and not display the icon
- Linked Cooldown makes several copies of the weapon share cooldown if they are on the same unit
- Melee makes the weapon known as a melee weapon
- Only Fire At Attack Target forces the weapon to attack the target of the weapon scope
- Only Fire While Attacking allows the weapon to fire without the unit attacking or while it is moving eg. diamondback
Weapon - Pathing Ammo Unit
- (Unknown)
Weapon - Scan Filters
- Filters for aquiring targets
Weapon - Target Filters
- Determines what the weapon can target
Weapons (Legacy)
Description
Standard Weapons used by units to perform attacks which constantly target the target unit until it dies or moves out of range
Hint
- Probably most weapons made will use this
Fields Description
Cost - Cost +
- The fields involved in the cost of firing the weapon
- Has the ability to link the cooldown
Effect - Effect
- The effect tree performed when the weapon fires
Effect - Marker - Count
- How many markers are added per attack by this weapon
Effect - Marker - Link
- Links the markers of this weapon with those of other effects
Effect - Marker - Match Flags
- (Unknown)
Effect - Marker - Mismatch Flags
- (Unknown)
Stats - Arc
- Angle that the weapon can target and aquire units without the attacking unit having to turn or losing the target
- 90 degrees means the unit can shoot 45 degrees to either side
Stats - Arc Slop
- Angle determining how far outside the arc the target can go before losing the target
Stats - Backswing
- The cooldown before another weapon can fire
Stats - Damage Point
- The delay from the weapon animating before the effect is performed
Stats - Level
- The initial level of the weapon displayed at the bottom right of the icon for it
Stats - Minimum Range
- The distance the target must be away from the unit than in order to fire at the unit
Stats - Minimum Scan Range
- How far the weapon scans for aquiring targets
Stats - Period
- How regularly the weapon fires
Stats - Random Delay Maximum
- A random value between the maximum and minimum is selected and used as a delay before firing the weapon
Stats - Random Delay Minimum
- A random value between the maximum and minimum is selected and used as a delay before firing the weapon
Stats - Range
- How far the weapon can fire
Stats - Range Slop
- If the target unit moves away from the attacker, this field determines how far from the range of the attacker the target can get before the weapon loses the target
Stats - Reload Duration
- (Unknown)
UI - Damage Display Effect
- The damage effect used for showing how much damage the weapon does and any bonuses to various attributes
UI - Display Attack Count
- Used to describe the intended number of attacks per weapon use. It is only for display and should match the number of times the UI display effect is applied when the weapon fires.
UI - Icon
- The texture used for the icon of the weapon
UI - Period Display Flags
- Collapse Buffed combines the attack speed of the weapon and from behaviors into a single value instead of the period + buff attack speed
- Expand Upgraded displays the upgraded period as period + upgrade attack speed instead of being a single combined value
- Rounded rounds the attack speed to the nearest whole number instead of showing decimals
UI - Range Display Flags
- Collapse Buffed combines the range of the weapon and from behaviors into a single value instead of the range + buff range
- Expand Upgraded displays the upgraded range as period + upgrade range instead of being a single combined value
- Rounded rounds the range to the nearest whole number instead of showing decimals
UI - Tooltip
- The text shown when highlighting the weapon
UI - Tooltip Priority
- (Unknown)
Weapon - Acquire Prioritization
- Determines how the weapon chooses targets automatically
- Angle chooses the target closest to straight infront of the unit in preference
- Distance chooses the closest target
- Distance From Target chooses a target closest to the previous one
Weapon - Acquire Target Sorts - Request Count
- (Unknown)
Weapon - Acquire Target Sorts - Request Percentage
- (Unknown)
Weapon - Acquire Target Sorts - Sorts
- (Unknown)
Weapon - Allowed Movement
- Moving means that the unit can attack while moving if the Only Fire At Attack Target and Only Fire While Attacking options are not enabled eg diamond back
- None
- Slowing
Weapon - Chase Filters
- The filters for following units that try to move outside the Stats - Range
Weapon - Legacy Options
- Can Retarget While Channeling allows the weapon to switch targets without canceling an effect tree that is already started
- Keep Channeling makes the weapon keep on using the effect tree until it is finished
- Lock Turret While Firing stops the turret from rotation while in combat
- No Deceleration (Unknown)
- Uninterupptable (Unknown)
- Use Range To Center (Unknown)
Weapon - Name
- The name of the weapon
Weapon - Options
- Can Initiate Attack allows the weapon to attack for offence
- Continuous (Unknown)
- Disabled makes the weapon initially disabled and must be enabled using a behavior
- Display Cooldown shows how long before the weapon cools down
- Hidden makes the weapon hidden and not display the icon
- Linked Cooldown makes several copies of the weapon share cooldown if they are on the same unit
- Melee makes the weapon known as a melee weapon
- Only Fire At Attack Target forces the weapon to attack the target of the weapon scope
- Only Fire While Attacking allows the weapon to fire without the unit attacking or while it is moving eg. diamondback
Weapon - Pathing Ammo Unit
- (Unknown)
Weapon - Scan Filters
- Filters for aquiring targets
Weapon - Target Filters
- Determines what the weapon can target
Weapons (Strafe)
Description
Weapon that forces the unit to constantly move forwards when attacking and turn around after having moved some distance away before attacking again
Hint
- Works best for ranged flying units with a low collision
Fields Description
Cost - Cost +
- The fields involved in the cost of firing the weapon
- Has the ability to link the cooldown
Effect - Effect
- The effect tree performed when the weapon fires
Effect - Marker - Count
- How many markers are added per attack by this weapon
Effect - Marker - Link
- Links the markers of this weapon with those of other effects
Effect - Marker - Match Flags
- (Unknown)
Effect - Marker - Mismatch Flags
- (Unknown)
Stats - Arc
- Angle that the weapon can target and aquire units without the attacking unit having to turn or losing the target
- 90 degrees means the unit can shoot 45 degrees to either side
Stats - Arc Slop
- Angle determining how far outside the arc the target can go before losing the target
Stats - Backswing
- The cooldown before another weapon can fire
Stats - Damage Point
- The delay from the weapon animating before the effect is performed
Stats - Level
- The initial level of the weapon displayed at the bottom right of the icon for it
Stats - Loiter Radius
- How far away from the target the attacking unit can go after an attack run
Stats - Minimum Range
- The distance the target must be away from the unit than in order to fire at the unit
Stats - Minimum Scan Range
- How far the weapon scans for aquiring targets
Stats - Period
- How regularly the weapon fires
Stats - Range
- How far the weapon can fire
Stats - Range Slop
- If the target unit moves away from the attacker, this field determines how far from the range of the attacker the target can get before the weapon loses the target
UI - Damage Display Effect
- The damage effect used for showing how much damage the weapon does and any bonuses to various attributes
UI - Display Attack Count
- Used to describe the intended number of attacks per weapon use. It is only for display and should match the number of times the UI display effect is applied when the weapon fires.
UI - Icon
- The texture used for the icon of the weapon
UI - Period Display Flags
- Collapse Buffed combines the attack speed of the weapon and from behaviors into a single value instead of the period + buff attack speed
- Expand Upgraded displays the upgraded period as period + upgrade attack speed instead of being a single combined value
- Rounded rounds the attack speed to the nearest whole number instead of showing decimals
UI - Range Display Flags
- Collapse Buffed combines the range of the weapon and from behaviors into a single value instead of the range + buff range
- Expand Upgraded displays the upgraded range as period + upgrade range instead of being a single combined value
- Rounded rounds the range to the nearest whole number instead of showing decimals
UI - Tooltip
- The text shown when highlighting the weapon
UI - Tooltip Priority
- (Unknown)
Weapon - Acquire Prioritization
- Determines how the weapon chooses targets automatically
- Angle chooses the target closest to straight infront of the unit in preference
- Distance chooses the closest target
- Distance From Target chooses a target closest to the previous one
Weapon - Acquire Target Sorts - Request Count
- (Unknown)
Weapon - Acquire Target Sorts - Request Percentage
- (Unknown)
Weapon - Acquire Target Sorts - Sorts
- (Unknown)
Weapon - Chase Filters
- The filters for following units that try to move outside the Stats - Range
Weapon - Name
- The name of the weapon
Weapon - Options
- Can Initiate Attack allows the weapon to attack for offence
- Continuous (Unknown)
- Disabled makes the weapon initially disabled and must be enabled using a behavior
- Display Cooldown shows how long before the weapon cools down
- Hidden makes the weapon hidden and not display the icon
- Linked Cooldown makes several copies of the weapon share cooldown if they are on the same unit
- Melee makes the weapon known as a melee weapon
- Only Fire At Attack Target forces the weapon to attack the target of the weapon scope
- Only Fire While Attacking allows the weapon to fire without the unit attacking or while it is moving eg. diamondback
Weapon - Pathing Ammo Unit
- (Unknown)
Weapon - Scan Filters
- Filters for aquiring targets
Weapon - Target Filters
- Determines what the weapon can target
Related
needs link to effects (data type), attribute, buff, power user, veterancy and items (data type)
Facts
- Date created
- Jan 25, 2011
- Last updated
- Jan 12, 2012