Last updated: 09/29/98 19:33
Wow, I thought this was going to be a pretty short section until I compiled the list of weapon variables!
In the following
[Hellfire_LASER] { ID=243; name=High Energy Laser; rendertype=0; lineofsight=1; turret=1; range=460; reloadtime=.865; weaponvelocity=400; areaofeffect=15; duration=.2; soundstart=ion; soundhit=Laser2; firestarter=100; beamweapon=1; color=165; /*Pink & Dark Pink*/ color2=225; tolerance=8000; explosiongaf=hellfirelaser; explosionart=pinkboom1; waterexplosiongaf=fx; waterexplosionart=h2oboom1; lavaexplosiongaf=fx; lavaexplosionart=lavasplashsm; startsmoke=1; [DAMAGE] { default=130; } } |
From the default weapons.tdf file included with Total Annihilation comes the following statements: A weapon must fit into one of these basic categories :
Variable | Description | Examples | ||||
---|---|---|---|---|---|---|
[DAMAGE] | A section within the weapon description itself, it contains
two parts:
|
[DAMAGE] { default=1230; corkrog=2460; armcom=615; corcom=820; corcan=2810; corsumo=5000; } |
||||
accuracy | Amount of accuracy in 64K deg that weapon is good for, 0=100% | |||||
aimrate | How fast (on average) the weapon aims, in 64K deg / sec. Used by UnitView. | |||||
areaofeffect | The total area that receives that damage, one impact per unit in the area | areaofeffect=8; | ||||
ballistic | Is this a "ballistic" weapon? | ballistic=1; | ||||
beamweapon | Weapon is a straight beam weapon like a laser. | beamweapon=1; | ||||
burnblow | Weapon will detonate when it comes to the end of its range | burnblow=1; | ||||
burst | How many repeat times a weapon fires in one burst, such as the Flamethrower or EMG. | |||||
burstrate | The time delay when in burst mode between events | |||||
color | Color of beam weapon from the game palette | color=144; /* Purple */ | ||||
color2 | Color to use on the beam weapon to make better and cooler, CGT | color2=217; | ||||
commandfire | This weapon will need to be expressly fired by the user each and every time it is used | commandfire=1; | ||||
cruise | cruise=1; | |||||
dropped | Is the weapon dropped? (like a bomb out of a bomber) | dropped=1; | ||||
duration | duration=.2; | |||||
edgeeffectiveness | The percentage (1.0 = 100%) of the damage that is inflicted at the edge of the area of effect. Used for drop-off (i.e. units at the outskirts of the weapon's area of effect can take on less damage). |
edgeeffectiveness =0.1; | ||||
endsmoke | Draw a puff of smoke when weapon terminates | endsmoke=1; | ||||
energy | Amount of energy needed | |||||
energypershot | How much energy is consumed each time the weapon is fired. Most use none. | energypershot=1500; | ||||
explosionart | The name of the image within the GAF file specified that is the actual animation sequence. (For example, "pinkboom1" is the animation sequence within "hellfirelaser.gaf" that models a pink explosion). Name of animation sequence for explosion. | explosionart =explode5; | ||||
explosiongaf | The name of the GAF file that describes the particular type of explosion animation. .GAF file that the explosion art is in. | explosiongaf=fx; | ||||
firestarter | What is the (percentage) chance that this weapon will start a fire if something flamable is hit. Weapon will cause fires, expressed as a %, where 100% guarantees a fire. | firestarter=90; | ||||
flighttime | The time the unit will fly for after it enters the second phase of operation, used for starburst missiles | flighttime=400; | ||||
groundbounce | Weapon will not detonate with the ground but instead bounce | |||||
guidance | Indicates that weapon is guided and uses the turn rate specified totrack enemy unit | guidance=1; | ||||
ID | What is the Weapon ID for the unit. Weapon ID's, much like Unit ID's, must be unique. Total Annihilation has a hard-coded limit of 255 weapon ID's, and TA and the expansion packs used up over 200 of them, so it may be difficult to find a unique ID for your unit considering the many 3rd party groups out there making their own units. | ID=160; | ||||
lavaexplosionart | The name of the image within the GAF file specified that is the actual animation sequence. (For example, "pinkboom1" is the animation sequence within "hellfirelaser.gaf" that models a pink explosion). | lavaexplosionart =lavasplashsm; | ||||
lavaexplosiongaf | The name of the GAF file that describes the particular type of explosion animation. | lavaexplosiongaf=fx; | ||||
lineofsight | lineofsight=1; | |||||
metal | Amount of metal needed | |||||
metalpershot | How much metal is consumed each time the weapon is fired. | metalpershot=5; | ||||
meteor | meteor=1; | |||||
minbarrelangle | The minimum angle (in degrees) the barrels can point, usedin ballistic calculations | minbarrelangle=-15; | ||||
model | 3D model to use as this weapon | model=missile; | ||||
name | Name of the weapon, for reference. | name=Annihilator Weapon; | ||||
noautorange | When set the weapon will not detonate at range automatically, used mostly for heavy rockets | noautorange=1; | ||||
noexplode | No explosion when weapon impacts target | noexplode=1; | ||||
noradar | noradar=1; | |||||
paralyzer | Does the weapon act as a paralyzer? Weapon will stun
the enemy for a length of time described in the damage field, time=ticks. |
paralyzer=1; | ||||
pitchtolerance | pitchtolerance=12000; | |||||
propeller | if the model has a propeller that spins | propeller=1; | ||||
randomdecay | Maximum time delta that burst weapon will randomly decay at end of path | |||||
range | The weapon's range, in pixels. | range=600; | ||||
reloadtime | Seconds between shots (floating point allowed) | reloadtime=20; | ||||
rendertype | Type of rendering system to use, 3D model, bitmap, etc | rendertype=0; | ||||
selfprop | Is the weapon self-propelled? Weapon is self propelled with a burn time described by flighttime | selfprop=1; | ||||
shakeduration | When an earthquake is caused by the weapon, how long does it last? | shakeduration=2; | ||||
shakemagnitude | When an earthquake is caused by the weapon, how strong is it? | shakemagnitude=32; | ||||
smokedelay | Smoke dispersal interval expressed in seconds | smokedelay=.1; | ||||
smoketrail | Indicates whether or not a weapon will emit a smoke trail | smoketrail=1; | ||||
soundhit | Sound to make when the weapon detonates (if the weapon detonates) | soundhit=xplolrg1; | ||||
soundstart | Sound to make when the weapon fires. | soundstart =annigun1; | ||||
soundtrigger | Make the weapon sound when the weapon fires in burst mode | soundtrigger=1; | ||||
soundwater | Sound to make when the weapon hits the water | |||||
sprayangle | Maximum deviation from the straight line to the target the weapon strays, used for burst weapons |
sprayangle=1024; | ||||
startsmoke | Draw a puff of smoke when the weapon fires | startsmoke=1; | ||||
startvelocity | Weapon will start at this velocity instead of 0 | startvelocity=250; | ||||
stockpile | stockpile=1; | |||||
targetable | targetable=1; | |||||
tolerance | Amount of accuracy weapon will use when aiming, most are default 0 | tolerance=8000; | ||||
tracks | When set the weapon will track a moving target after a weapon conversion | tracks=1; | ||||
turnrate | Used for guided weapons, is in angular units (0-64k)/second | turnrate=32768; | ||||
turret | Does the weapon originate (i.e. is it fired) from a turret? (as opposed to being launched vertically, I guess) Weapon must be deployed from a turret with a 360 deg rotation and pitch | turret=1; | ||||
twophase | Indicates weapon operates in two phases | twophase=1; | ||||
unitsonly | Does the weapon only affect other units? Weapon will
only detonate on enemy units as opposed to obstructing terrain. |
unitsonly=1; | ||||
vlaunch | Is the weapon launched vertically? | vlaunch=1; | ||||
waterexplosionart | The name of the image within the GAF file specified that is the actual animation sequence. (For example, "pinkboom1" is the animation sequence within "hellfirelaser.gaf" that models a pink explosion). Name of animation sequence for water explosion. | waterexplosionart =h2oboom1; | ||||
waterexplosiongaf | The name of the GAF file that describes the particular type of explosion animation. .GAF file that the water explosion art is in. | waterexplosiongaf=fx; | ||||
waterweapon | Weapon is meant to travel through water | waterweapon=1; | ||||
weaponacceleration | Expressed in pixels/second/second | weaponacceleratoin =120; | ||||
weapontimer | How long weapon is active in seconds (floating point allowed), trajectory weapons use 0 so it is calculated | weapontimer=2; | ||||
weapontype2 | Describes another weapon that the weapon turns into in the second phase | |||||
weaponvelocity | Maximum attainable weapon veolocity in pixels/second | weaponvelocity=1000; |
A utility exists to help in the creation of a weapon TDF file called Total Weapon. It can be downloaded from TADD's download area. It does not allow for the setting of all the variables listed here, but it is a good start, and a good reference to figuring out what all these variables mean.