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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
  • 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
  • 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
  • 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)

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Table of contents

  1. 1 Weapons (generic)
    1. 1.1 Description
    2. 1.2 Hint
    3. 1.3 Fields Description
      1. 1.3.1 Cost - Cost +
      2. 1.3.2 Effect - Marker - Count
      3. 1.3.3 Effect - Marker - Link
      4. 1.3.4 Effect - Marker - Match Flags
      5. 1.3.5 Effect - Marker - Mismatch Flags
      6. 1.3.6 Stats - Arc
      7. 1.3.7 Stats - Arc Slop
      8. 1.3.8 Stats - Backswing
      9. 1.3.9 Stats - Damage Point
      10. 1.3.10 Stats - Level
      11. 1.3.11 Stats - Minimum Range
      12. 1.3.12 Stats - Minimum Scan Range
      13. 1.3.13 Stats - Period
      14. 1.3.14 Stats - Range
      15. 1.3.15 Stats - Range Slop
      16. 1.3.16 UI - Damage Display Effect
      17. 1.3.17 UI - Display Attack Count
      18. 1.3.18 UI - Icon
      19. 1.3.19 UI - Period Display Flags
      20. 1.3.20 UI - Range Display Flags
      21. 1.3.21 UI - Tooltip
      22. 1.3.22 UI - Tooltip Priority
      23. 1.3.23 Weapon - Acquire Prioritization
      24. 1.3.24 Weapon - Acquire Target Sorts - Request Count
      25. 1.3.25 Weapon - Acquire Target Sorts - Request Percentage
      26. 1.3.26 Weapon - Acquire Target Sorts - Sorts
      27. 1.3.27 Weapon - Chase Filters
      28. 1.3.28 Weapon - Name
      29. 1.3.29 Weapon - Options
      30. 1.3.30 Weapon - Pathing Ammo Unit
      31. 1.3.31 Weapon - Scan Filters
      32. 1.3.32 Weapon - Target Filters
  2. 2 Weapons (Legacy)
    1. 2.1 Description
    2. 2.2 Hint
    3. 2.3 Fields Description
      1. 2.3.1 Cost - Cost +
      2. 2.3.2 Effect - Effect
      3. 2.3.3 Effect - Marker - Count
      4. 2.3.4 Effect - Marker - Link
      5. 2.3.5 Effect - Marker - Match Flags
      6. 2.3.6 Effect - Marker - Mismatch Flags
      7. 2.3.7 Stats - Arc
      8. 2.3.8 Stats - Arc Slop
      9. 2.3.9 Stats - Backswing
      10. 2.3.10 Stats - Damage Point
      11. 2.3.11 Stats - Level
      12. 2.3.12 Stats - Minimum Range
      13. 2.3.13 Stats - Minimum Scan Range
      14. 2.3.14 Stats - Period
      15. 2.3.15 Stats - Random Delay Maximum
      16. 2.3.16 Stats - Random Delay Minimum
      17. 2.3.17 Stats - Range
      18. 2.3.18 Stats - Range Slop
      19. 2.3.19 Stats - Reload Duration
      20. 2.3.20 UI - Damage Display Effect
      21. 2.3.21 UI - Display Attack Count
      22. 2.3.22 UI - Icon
      23. 2.3.23 UI - Period Display Flags
      24. 2.3.24 UI - Range Display Flags
      25. 2.3.25 UI - Tooltip
      26. 2.3.26 UI - Tooltip Priority
      27. 2.3.27 Weapon - Acquire Prioritization
      28. 2.3.28 Weapon - Acquire Target Sorts - Request Count
      29. 2.3.29 Weapon - Acquire Target Sorts - Request Percentage
      30. 2.3.30 Weapon - Acquire Target Sorts - Sorts
      31. 2.3.31 Weapon - Allowed Movement
      32. 2.3.32 Weapon - Chase Filters
      33. 2.3.33 Weapon - Legacy Options
      34. 2.3.34 Weapon - Name
      35. 2.3.35 Weapon - Options
      36. 2.3.36 Weapon - Pathing Ammo Unit
      37. 2.3.37 Weapon - Scan Filters
      38. 2.3.38 Weapon - Target Filters
  3. 3 Weapons (Strafe)
    1. 3.1 Description
    2. 3.2 Hint
    3. 3.3 Fields Description
      1. 3.3.1 Cost - Cost +
      2. 3.3.2 Effect - Effect
      3. 3.3.3 Effect - Marker - Count
      4. 3.3.4 Effect - Marker - Link
      5. 3.3.5 Effect - Marker - Match Flags
      6. 3.3.6 Effect - Marker - Mismatch Flags
      7. 3.3.7 Stats - Arc
      8. 3.3.8 Stats - Arc Slop
      9. 3.3.9 Stats - Backswing
      10. 3.3.10 Stats - Damage Point
      11. 3.3.11 Stats - Level
      12. 3.3.12 Stats - Loiter Radius
      13. 3.3.13 Stats - Minimum Range
      14. 3.3.14 Stats - Minimum Scan Range
      15. 3.3.15 Stats - Period
      16. 3.3.16 Stats - Range
      17. 3.3.17 Stats - Range Slop
      18. 3.3.18 UI - Damage Display Effect
      19. 3.3.19 UI - Display Attack Count
      20. 3.3.20 UI - Icon
      21. 3.3.21 UI - Period Display Flags
      22. 3.3.22 UI - Range Display Flags
      23. 3.3.23 UI - Tooltip
      24. 3.3.24 UI - Tooltip Priority
      25. 3.3.25 Weapon - Acquire Prioritization
      26. 3.3.26 Weapon - Acquire Target Sorts - Request Count
      27. 3.3.27 Weapon - Acquire Target Sorts - Request Percentage
      28. 3.3.28 Weapon - Acquire Target Sorts - Sorts
      29. 3.3.29 Weapon - Chase Filters
      30. 3.3.30 Weapon - Name
      31. 3.3.31 Weapon - Options
      32. 3.3.32 Weapon - Pathing Ammo Unit
      33. 3.3.33 Weapon - Scan Filters
      34. 3.3.34 Weapon - Target Filters
  4. 4 Related

Facts

Date created
Jan 25, 2011
Last updated
Jan 12, 2012