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Gamedev:WeaponDefs

From FIGHTORDER
(Redirected from Units-WeaponDefs)

Development < Gamedev:Main < Gamedev:WeaponDefs

Location

WeaponDef files are .lua files stored in the Weapons/ directory of a Spring Game. Alternatively they can be integrated into UnitDefs.

Purpose

WeaponDef files have one purpose; to define the properties of weapons. They are the main description file for what attributes your weapon should have and how it should behave. Since version 100.0, Spring will record a warning whenever it finds an unknown tag.

Source

The engine source code which loads the tags from these files is viewable here:

Data Types

{{#css
 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int : An integer number. eg. {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}5

{{#css
 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float : A number with decimals. eg {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.023

{{#css
 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool : A value which can be true or false. eg {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true

{{#css
 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string : Text, or more precisely a string of alphanumeric characters. eg {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}"string of characters"

{{#css
 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}rgb : Three float components, representing red, green and blue components, ranged from 0.0 to 1.0. eg {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}{0.0, 0.0, 0.0}

{{#css
 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float3 : Three float components, eg {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}{0.0, 0.0, 0.0}

{{#css
 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float4 : Four float components, eg {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}{0.0, 0.0, 0.0, 0.0}

Details

There follows a comprehensive (certain deprecated tags are not present) list of the tags available, their data type, default value and a brief description of what they do. Bear in mind that the source code linked above is the ultimate reference when dealing with these tags.

In lua tables keys (i.e. the tags) should be lower case, here they are represented in camelCase for readability. In your files you may use the lowerkeys function on your final table to ensure the keys are properly cased.

It is usual to name the returned WeaponDef table the internal weaponName desired for the weapon.

Common

The following tags are common to all or at least a majority of WeaponTypes, depending on the tag.

General

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}weaponType  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}"Cannon"

Spring has 14 WeaponTypes which provide game developers with basic behaviours which they can customise to an extent with the WeaponDef tags. Some tags are specific to certain WeaponTypes and not implemented for others, this two-way table indicates which tags work for which types. The possible values are:

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}name  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}"Weapon"

The descriptive name of the weapon as listed in FPS mode.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}turret  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the unit aim within an arc (up-to and including full 360° turret traverse) or always aim along the owner's heading?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noSelfDamage  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Can the weapon's explosion damage the unit which fires it? Useful for preventing bombers with high-yield weapons destroying themselves.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}impactOnly  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the weapon only deal damage through direct hits and not 'splash' damage through {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}areaOfEffect?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noExplode  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the weapon explode on impact with a target or continue through? Note that these weapons will do damage every single frame they are inside the collision volume of an object, underground or under water, massively multiplying their damage.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}burnblow  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}selfExplode

Does the weapon explode when it reaches its maximum range or continue on its path? The name is an OTAism.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}range  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}10.0

The maximum range in elmos that the weapon can fire at.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}weaponVelocity  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The velocity in elmos per second of the weapon projectile. Since 99.0 maxVelocity is a synonym.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}reloadTime  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0

The time in seconds between shots fired.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}metalPerShot  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Metal used per shot. If the specified amount is not available, the weapon cannot be fired. Can also be used to specify how much a {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}stockpile weapon will cost to build.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}energyPerShot  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Energy used per shot. If the specified amount is not available, the weapon cannot be fired. Can also be used to specify how much a {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}stockpile weapon will cost to build.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}myGravity  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Overrides the map gravity for ballistic weapons. The default of 0.0 disables the tag in favour of map gravity.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}fireStarter  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The percentage chance (0.0 to 100.0) of the weapon setting fire to static map features on impact.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}cameraShake  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}damage (0.0 for paralyzers)

Passed to the ShockFront() callin as the first argument. Intended as a means to make the camera shake if in range of detonation.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}stockpile  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does each round of the weapon have to be built and stockpiled by the player? Will only correctly function for the first of each stockpiled weapons a unit has.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}stockpileTime  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}reloadTime

The time in seconds taken to stockpile one round of the weapon.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}interceptedByShieldType  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}Depends on {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}weaponType

Bitmask representing the types of shields that can intercept this weapon. Each digit of binary that is set to one means that a shield with the corresponding digit in its {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}interceptType will intercept this weapon. A value of 0 means that no shields will intercept the weapon. The defaults are as follows:

(See Shield Interception Tag Use).

Collision & Avoidance

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}avoidGround  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true

Should the weapon avoid firing if terrain blocks the line of fire?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}avoidFriendly  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true

Should the weapon avoid firing if a friendly unit is in the line of fire?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}avoidFeature  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true

Should the weapon avoid firing if a static map feature is in the line of fire?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}avoidNeutral  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Should the weapon avoid firing if a neutral unit is in the line of fire?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}collideEnemy  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noEnemyCollide

Does the weapon projectile collide with enemy units or pass through?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}collideFriendly  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noFriendlyCollide

Does the weapon projectile collide with friendly units or pass through?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}collideFirebase  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noFirebaseCollide

Does the weapon projectile collide with friendly firebase units the owner is loaded onto, or pass through?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}collideFeature  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noFeatureCollide

Does the weapon projectile collide with static map features or pass through?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}collideNeutral  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noNeutralCollide

Does the weapon projectile collide with neutral units or pass through?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}collideGround  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noGroundCollide

Does the weapon projectile collide with terrain or pass through?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}collisionSize  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.05 (0.5 for #Flame and #LaserCannon, 10.0 for #Dgun)

Modifies visual size of EMG and Flame projectiles, and physical size only for hitscan interceptor weapons (e.g. antinuke lasers). [1][2]

Targeting & Accuracy

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}commandFire  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Determines if the weapon will automatically fire on enemy units in range or only when manually ordered to attack.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}canAttackGround  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true

Determines if the weapon can be force-fired on ground positions or only fire on targeted units.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}waterWeapon  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Determines if the weapon can pass through water and target underwater units.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}fireSubmersed  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}waterWeapon

Determines if the weapon can fire whilst underwater.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}targetBorder  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0 (1.0 for #Melee)

Controls whether the weapon aims for the centre or the edge of its target's collision volume. Clamped between -1.0 - target the far border, and 1.0 - target the near border.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}cylinderTargeting  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0 (1.0 for #Melee)

Controls whether the weapon range is calculated in a sphere or a cylinder. The height of the cylinder is determined by the value of this tag multiplied by the {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range. Clamped between 0.0 and 128.0.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}tolerance  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}3000.0 (+/- ~18 degrees)

The amount (in cau) to which the weapon's "real" aim can be off while the weapon will still be able to fire accurately at the target. For {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}turret = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false or {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}fixedLauncher = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true weapons this determines in what arc the unit will fire.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}fireTolerance  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}32768.0 (+/- 180 degrees)New in version 99.0

Final check to prevent weapons from shooting sideways. If a weapon is about to fire but the difference between its old aim and requested aim is greater than this angle (in cau) then it will not fire.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}allowNonBlockingAim  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}falseNew in version 99.0

When enabled it makes AimWeapon() script calls non-blocking (still the {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}fireTolerance tag might prevent the weapon firing). This is very useful for fast units that need to re-target often.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}targetMoveError  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The degree to which a weapon's aiming will fail to keep up with its target's movement. It adds a fraction of the target's speed (per second) as a random error to the targetting. So if the target moves 50 units per second and the targetmoveerror is 0.5 a random error of 25 will be added to the target position. If set very low or not set at all, a weapon will lead its target and almost always hit.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}leadLimit  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}-1.0

Limits the maximum distance a unit will lead a target. The default of -1 allows an infinite distance.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}leadBonus  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Controls how experience boosts the weapon's target leading. Is multiplied with the unit's experience and added to the {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}leadLimit.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}predictBoost  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0 (0.5 for {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}burnblow = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true weapons) 

Controls how well the weapon predicts unit speeds. Works in a similar way to {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}targetMoveError except that it is 1-dimensional. This tag spreads the shots in a line based on the direction of the target whereas {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}targetMoveError spreads the shots all around based on the movement.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}heightMod  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.2 (0.8 for #Cannon, 1.0 for #BeamLaser and #LightningCannon)

Changes the spherical weapon range into an ellipsoid. Values above 1.0 mean the weapon cannot target as high as it can far, values below 1.0 mean it can target higher than it can far. For example 0.5 would allow the weapon to target twice as high as far.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}proximityPriority  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0

Acts as a multiplier for the distance to the target in the priority calculation. Note that negative values make weapons prefer distant targets.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}accuracy  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

How accurate the weapon is. Lower values are more accurate. Accuracy is relative to the distance to the target; for instance, if the target is very close, even a very high value will probably still hit. If a target is very far away, even a very low value will likely cause the weapon to miss.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}movingAccuracy  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}accuracy

A weapon's {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}accuracy whilst the owning unit is moving.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}sprayAngle  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

How wide the the angle of a burst from a burst weapon can be. Very similar to {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}accuracy, except that this tag affects each projectile in a burst, whilst the former does not.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}ownerExpAccWeight  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0 (See description)

A multiplier to {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}accuracy and {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}sprayAngle that reduces inaccuracy as a units experience increases. Defaults are as follows:

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}targetable  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0New in version 92.0 Previously only for #StarburstLauncher

Bitmask representing the types of weapon that can intercept this weapon. Each digit of binary that is set to one means that a weapon with the corresponding digit in its {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}interceptor tag will intercept this weapon. Instant-hitting weapons such as #BeamLaser, #LightningCannon and #Rifle cannot be targeted.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}interceptor  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0New in version 92.0 Previously only for #StarburstLauncher

Bitmask representing the types of weapons that this weapon can intercept. Each digit of binary that is set to one means that a weapon with the corresponding digit in its {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}targetable tag will be intercepted by this weapon.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}interceptSolo  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}trueNew in version 92.0

If true no other interceptors may target the same projectile.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}coverage  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0New in version 92.0 Previously only for #StarburstLauncher

The radius in elmos within which an {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}interceptor weapon will fire on {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}targetable weapons.

Bouncing

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}waterBounce  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the weapon bounce on water impacts?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}groundBounce  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the weapon bounce on ground impacts?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bounceSlip  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0

The decimal-percentage amount of horizontal velocity a projectile keeps when it bounces.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bounceRebound  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0

The decimal-percentage amount of vertical velocity a projectile keeps when it bounces.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}numBounce  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}-1

The number of times the weapon will bounce on impact before exploding. The default value of -1 allows infinite bounces (at least until velocity reaches 0).

Area Of Effect, Impulse & Cratering

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}areaOfEffect  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}8.0 * 0.5 lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}damageAreaOfEffect

The diameter in elmos in which the weapons explosion will cause damage.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}craterAreaOfEffect  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}areaOfEffect * 0.5

The radius in elmos in which the weapons explosion will cause terrain cratering. Behaviour changed slightly in 98.0 as previously craters were 1.5x {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}craterAreaOfEffect whilst decals were 1.0x, they are now both the same size.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}edgeEffectiveness  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Determines what percent of a weapon's maximum damage value will be applied to units within the weapon's {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}areaOfEffect. Falls off from the epicentre according to the formula damageApplied = damage * [(areaOfEffect - distToUnit) / (areaOfEffect - (distToUnit * edgeEffectiveness))], a graph of the function for various values is available here.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}explosionSpeed  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}See description

The speed at which the weapon's explosion propagates from the epicentre. The default is calculated by this complex formula: defExpSpeed = {8.0 + [max(30.0, default_damage / 20.0) * 2.5]} / {9.0f + [sqrt(max(30.0, default_damage / 20.0f)) * 0.7]} * 0.5.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}impulseFactor  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0

A multiplier to the impulse given to units within the explosion {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}areaOfEffect, which is otherwise equal to the damage dealt after {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}edgeEffectiveness is taken into account. For #Melee weapons this is instead multiplied by the owning unit's mass (See Gamedev:UnitDefs).

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}impulseBoost  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

A constant amount added to the weapon's impulse, regardless of distance from the epicentre or the damage potential of the explosion, prior to the application of {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}impulseFactor

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}craterMult  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}impulseFactor

A multiplier to depth of terrain crater the weapon's explosion will create, which is otherwise based on the damage potential.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}craterBoost  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

A constant amount, added to the weapon's cratering depth before the application of {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}craterMult.

Bursts

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}burst  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1 lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}salvoSize

How many shots to fire per burst.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}burstRate  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.1 lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}salvoDelay

The time in seconds between shots in a burst. Note that {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}reloadTime starts to count down from the first round fired, not the last so if reloadTime < burst * burstRate the weapon will fire continuously.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}projectiles  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1

How many projectiles released per shot (shotgun style). e.g. a weapon with {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}burst = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}5, {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}burstRate = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.5 and {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}projectiles = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}2 will shoot 5 lots of 2 for 10 projectiles total, with gaps of 0.5 seconds, before waiting for {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}reloadTime. Best used in conjunction with {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}sprayAngle or changing the firing piece using ShotX as otherwise they'll all be clumped in one shot.

Paralyzing

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}paralyzer  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Is the weapon a paralyzer? If true the weapon only stuns enemy units and does not cause damage in the form of lost hit-points.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}paralyzeTime  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}10 lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}damages.paralyzeDamageTime

Determines the maximum length of time in seconds that the target will be paralyzed. The timer is restarted every time the target is hit by the weapon. Cannot be less than 0.

Dynamic Damage

The following set of tags allow for a weapon's damage potential to vary with the distance to its target.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}dynDamageExp  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Exponent of the range-dependent damage formula, the default of 0.0 disables dynamic damage, 1.0 means linear scaling, 2.0 quadratic and so on.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}dynDamageMin  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The minimum floor value that range-dependent damage can drop to.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}dynDamageRange  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

If set to non-zero values the weapon will use this value in the range-dependant damage formula instead of the actual {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}dynDamageInverted  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

If true the damage curve is inverted i.e. the weapon does more damage at greater ranges as opposed to less.

Sounds

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}soundTrigger  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false (true for #Melee, #Rifle and non-beamBurst #BeamLaser)

Does the weapon play {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}soundStart only once for each salvo (true) or for every round in a burst (false)?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}soundStart  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

The name of a SoundItem (See Sounds.lua) or filename of a sound to play when the weapon fires.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}soundHitDry  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

The name of a SoundItem (See Sounds.lua) or filename of a sound to play when the weapon collides with solid ground. Note that a #BeamLaser will play this sound every frame of its lifetime.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}soundHitWet  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

The name of a SoundItem (See Sounds.lua) or filename of a sound to play when the weapon collides with water. Note that a #BeamLaser will play this sound every frame of its lifetime.

Visuals

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}cegTag  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

The name, without prefixes, of a CEG to be emitted by the projectile each frame.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}intensity  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.9 (0.2 for #Cannon)

Alpha transparency for non-3D model projectiles. Lower values are more opaque, but 0.0 will cause the projectile to disappear entirely.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}model  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

The filename of a 3D model to use when rendering the projectile. Note that only the root piece of a projectile model is rendered. Currently only for #Cannon, #LaserCannon, #MissileLauncher, #StarburstLauncher and #TorpedoLauncher.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}explosionScar  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the weapon's explosion leave a scar decal on the ground? For all types except #Melee and #Rifle.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}alwaysVisible  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

If true the weapon is always rendered regardless of whether or not it is in LOS range of a player's units.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float[3] {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}rgbColor  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}{1.0, 0.0, 0.0} (See Description)

The primary colour for sprite rendering weapons. Additional defaults are as follows:

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}explosionGenerator  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

The name of a CEG, with custom: prefix, to spawn as the weapon's explosion. Does not currently work for #Melee and #Rifle.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bounceExplosionGenerator  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

For weapons which can use {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}groundBounce = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true, the name of a CEG, with custom: prefix, to spawn when weapon the bounces.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}texture1  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

The projectile texture for #AircraftBomb, #Cannon, #EmgCannon, #Flame; beam texture for #LaserCannon, #BeamLaser, #LightningCannon; flare texture for #MissileLauncher, #StarburstLauncher and dome texture for the #Shield.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}texture2  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

The end-of-beam texture for #LaserCannon, #BeamLaser and {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}smoketrail texture for #MissileLauncher, #StarburstLauncher.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}texture3  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

Flare texture for #BeamLaser, or muzzle texture if {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}largeBeamLaser = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true. Also used as the flame texture for #StarburstLauncher.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}texture4  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

Flare texture for #BeamLaser with {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}largeBeamLaser = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true.

AircraftBomb

Drops a ballistic projectile at the same movement vector as the unit itself. Intended only for aircraft. Visually drawn as a billboarded sprite as used by the #Cannon, but more commonly used with a 3D model.

There are no tags specific to this WeaponType

AircraftBomb Visuals

When not using a {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}model, the AircraftBomb is the same as #Cannon Visuals.

BeamLaser

An instant-hit weapon which spawns a beam and does a portion of its total damage each frame. Cannot be script emitted if it has a {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}beamTime longer than one frame. Visually drawn as a Star Trek Phaser-style laser weapon. The {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}largeBeamLaser tag allows changing the visual effect of the laser, such as using a tileable, scrolling texture without changing the behaviour.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}minIntensity  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The minimum percentage the weapon's damage can fall-off to over its range. Setting to 1.0 will disable fall off entirely. Unrelated to the visual-only {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}intensity tag.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}beamTime  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0 lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}beamtime (all lowercase!)

How long in seconds to fire the laser before waiting for {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}reloadTime to start. Damage is distributed over the duration of the {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}beamTime, and the weapon will aim to hit the target when the beam is in the middle of its {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}beamTime (i.e. using prediction).

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}beamBurst  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false lua: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}beamburst (all lowercase!)

Makes the laser fire a burst of beams that are all aimed towards the target (instead of aimed with the piece). A #BeamLaser can do its full damage with every shot if {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}beamBurst is enabled. Disables {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}beamTime in favour of the burst tags.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}sweepFire  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Makes the laser continue firing while it aims for a new target, 'sweeping' across the terrain. Reimplemented in 95.0, still has no script interaction so use with care. Respects {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}reloadTime constraint but not much else.

BeamLaser Visuals

See also {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}thickness and {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}coreThickness.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}beamTTL  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0

The time in frames for which the laser beam remains visible.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}beamDecay  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0

How fast the beam fades out. Each frame the {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}intensity is multiplied by this value.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}laserFlareSize  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}15.0

Determines the size of the firing flare.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}largeBeamLaser  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Changes the visual effect allowing tiling and scrolling of the texture and a pulsating firing flare.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}tileLength  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}200.0

Defines the length before the texture used is repeated (tiled). Only if {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}largeBeamLaser = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}scrollSpeed  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}5.0

Controls how fast the texture scrolls. Only if {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}largeBeamLaser = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}pulseSpeed  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0

Controls how fast the pulsating effect at the start of the beam is. Only if {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}largeBeamLaser = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true.

Cannon

The default WeaponType. Fires a ballistic projectile, for the best result (without under/overshooting) the {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}weaponVelocity should be set so as to give an elevation of 45° when firing at the maximum {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range. Substituting the angle into the trajectory equation and rearranging, we get:

weaponVelocity = √(range * g)

where g is the map gravity, usually around 120 for most Spring maps (You can use the {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}myGravity tag if you want to be exact). Visually drawn as a billboarded sprite or 3D model.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}highTrajectory  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}2

Can this weapon be fired in a high trajectory (>45° angle). Can be 0 - low trajectory only, 1 - high trajectory only or 2 - enables a high/low toggle button on the unit.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}heightBoostFactor  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}-1.0

Controls the boost given to {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range by high terrain. Values > 1.0 result in increased range, 0.0 means the cannon has fixed range regardless of height difference to target. Any value < 0.0 (i.e. the default value) result in an automatically calculated value based on {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range and theoretical maximum range.

Cannon Visuals

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}size  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}2.0 + min(default_damage * 0.0025, {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}areaOfEffect * 0.1) 

The drawing radius of the billboarded sprite. Also for #AircraftBomb Visuals, #EmgCannon Visuals (default: 3.0) and #Flame Visuals.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}colorMap  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

A set of RGB colours to transition between over the projectile's lifetime. Can be given as a string of RGB digits or an image filename (See CColorMap). Also for #Flame Visuals.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}sizeDecay  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

How quickly each particle of the Cannon shot decays in size.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}alphaDecay  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.0

How quickly each particle of the Cannon shot fades out.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}separation  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The distance between each particle of the Cannon shot.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}noGap  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true

Switch between the distance between particles being proportional to the size of the two particles (true) or proportional to the size of the first particle (false).

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}stages  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}5

The number of particles in each Cannon shot.

DGun

Fires a line-of-sight or ballistic projectile (selected via the {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}gravityAffected tag). Visually represented by a fireball effect that cannot be customised, however it can be replaced by a 3D model. The name and visual effect are OTAisms.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}gravityAffected  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the fireball projectile lose height due to map gravity?

EmgCannon

A line-of-sight weapon. Visually drawn as a billboarded sprite very similar to that of the #Cannon, however not as customisable, or a 3D model. The name is another OTAism.

There are no tags specific to this WeaponType.

Flame

A line-of-sight weapon intended for use as a flamethrower or similar. Visually drawn as a stream of textured particles, the colour of which can be controlled very precisely using the {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}colorMap tag (see CColorMap).

Flame Visuals

See also {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}colorMap.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}sizeGrowth  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.5

How much the draw radius of the flame projectile increases each frame.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}flameGFXTime  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1.2

Makes the flamethrower projectile stay alive as a visual-only effect (i.e. does not deal any damage) after it has reached maximum {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range. It is a percentage multiplier, e.g. 1.2 makes the projectile stay alive until it reaches 20% beyond {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range.

LaserCannon

A particularly versatile line-of-sight weapon. Visually drawn like a Star Wars Blaster-style laser weapon, or a 3D model.

LaserCannon Visuals

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}duration  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.05

Multiplied against {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}weaponVelocity to determine the visual length of the beam projectile.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}hardStop  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the laser projectile stop dead or fade out?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}fallOffRate  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.5

Rate at which the beam fades out after it goes past its maximum {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range if {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}hardStop = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false. A value of 0.0 is never fade out, 1.0 is finish fading out exactly at maximum {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}range.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}lodDistance  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}1000

Minimum camera distance at which the default LaserCannon projectile is simplified to a single rectangle.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}thickness  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}2.0

The thickness (width) of the LaserCannon projectile. Also for #BeamLaser Visuals.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}coreThickness  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}2.0

The thickness (width) of the LaserCannon projectile's core. Also for #BeamLaser Visuals.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}rgbColor2  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}{1.0, 1.0, 1.0}

The colour of the LaserCannon projectile's core. Also for #BeamLaser Visuals.

LightningCannon

An instant-hit weapon similar to the #BeamLaser, but which does all its damage at once. Visually drawn like Star Wars 'Force Lightning' or CnC: Red Alert Tesla Coil weapons, the effect is not very customisable.

There are no tags specific to this WeaponType.

Melee

A weapon that always damages the target, no ifs or buts; unsurprisingly intended for use as a close quarters 'melee' weapon. It does not fire a projectile and does not care about the line of fire.

There are no tags specific to this WeaponType.

MissileLauncher

A versatile weapon which can optionally track targets and accelerate from a low initial velocity. It can also use {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}trajectoryHeight to have the shot arc similar to a ballistic projectile. Visually represented by a 3D model, with an optional {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}smokeTrail.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}startVelocity  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The initial velocity of the weapon projectile. Also for #StarburstLauncher and #TorpedoLauncher.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}weaponAcceleration  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The initial acceleration of the weapon projectile. Also for #StarburstLauncher and #TorpedoLauncher. Note that if it is 0.0 the weapon can never increase from its {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}startVelocity and will not reach its maximum {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}weaponVelocity. Since 99.0 acceleration is a synonym.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}tracks  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Can the weapon projectile track a moving target? Also for #StarburstLauncher and #TorpedoLauncher.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}turnRate  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The rate (in cau) at which {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}tracks = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true weapons turn towards their target. This is relative to a projectile's current velocity; a weapon with a higher velocity will need a higher value in order to be able to hit targets that turn suddenly.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}flightTime  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The time in seconds before a missile projectile's fuel runs out; it ceases to obey {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}tracks, loses velocity and falls to the ground. Also for #StarburstLauncher. Large values may cause over/undershoot problems. As of 104.0 also applies to #EmgCannon.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}fixedLauncher  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Makes the projectile spawn with the orientation of the shooting piece instead of their normal orientation. Also for #StarburstLauncher and #TorpedoLauncher. Weapons may not correctly obey avoidance settings when using this tag.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}wobble  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Adds a random vector to the direction of travel every 16 frames, multiplied by the value of the tag. The effect is reduced as the firing unit gains experience. As this missiles direction is changed, wobbling swarm of missiles will diverge.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}dance  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Adds a random vector to the position of a missile projectile every 8 frames, multiplied by the value of the tag. As the projectile is not rotated, a dancing swarm of missiles will remain relatively coherent.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}trajectoryHeight  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Determines the height of the arc the missile will reach as it moves towards its target. A value of 0.0 will result in a flat trajectory, 1.0 will launch at 45°. Can be any value >= 0.0; extreme values may require the {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}tracks tag to be able to hit a target.

MissileLauncher Visuals

A note about the missile exhaust flare: the size of the flare is determined by the model radius. The emit position of the flare is at (0,0,-radius) so the model may need careful adjustment to get the flare looking right.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}smokeTrail  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the missile projectile emit a smoke trail as it travels? Also for #StarburstLauncher.

Rifle

An instant hit weapon which does all its damage at once. Visually represented by a hardcoded tracer, firing and hitting effects. Rarely used.

There are no tags specific to this WeaponType.

Shield (WeaponType)

As the name suggests, not a weapon but a defensive shield. Can absorb or deflect ({{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}repulsor = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true) projectiles. Individual weapons can be set to be intercepted or not by the shield using a bitmask (see Shield Interception Tag Use). Visually represented as a translucent sphere, with control over colour and texture; by default the shield is invisible ({{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}visible = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false).

See the #shield sub-table section for other tags specific to this type.

StarburstLauncher

Fires a projectile that rises vertically for {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}weaponTimer seconds, then turns towards its target. It can optionally track targets and accelerate from a low initial velocity. Before spring 92.0 was the only weapon that can be {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}targetable and act as an {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}interceptor. Visually represented by a 3D model, with an optional {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}smokeTrail.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}weaponTimer  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The time in seconds during which the missile ascends vertically before turning towards its target.

TorpedoLauncher

Fires a projectile that will behave ballistically out of water and like a missile in water. Usually used with {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}waterWeapon = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}true so they can fire underwater and target underwater units. An aircraft carrying a #TorpedoLauncher is a special case, the weapon turns into an #AircraftBomb projectile that will spawn a torpedo projectile on impact with water. Visually represented by a pointed black cuboid, usually the default object is replaced by a 3D model.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}subMissile  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Can the torpedo leave the water and target units and positions on land?

NoWeapon

Not actually a WeaponType, but an individual weapon requested by Spring to 'fill in the gaps' if a unit claims to have a weapon which isn't actually defined. There needs to be only one of these weapons and it is created by setting {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}weaponName = {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}"NOWEAPON" rather than by the {{#css:

  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}weaponType tag.

Sub Tables

damage

The damage subtable lists how many hit points the weapon depletes against each armor class (See Armordefs.lua). It is a key-value map of armor class names and damage values. The special default entry is as the name suggests the default damage applied to any unit which does not belong to a listed armor class, or to shields.

For example a weapon which deals 100 damage by default but only 50 to units in the 'tank' armor class:

damage = {
    default = 100,
    tank = 50,
}

shield

The preferred way to create a shield or repulser is to use the shield subtable rather than the old shield tags.

The following tags are repulser specific:

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}repulser  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Does the shield repulse (deflect) projectiles or absorb them? Btw its not repulsOr, but repulsEr!

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}force  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The force applied by the repulser to the weapon - higher values will deflect weapons away at higher velocities.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}maxSpeed  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The maximum speed the repulser will impart to deflected projectiles.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}visibleRepulse  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Is the (hard-coded) repulse effect rendered or not?

The following tags are general behaviour for all shields:

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}interceptType  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0

Bitmask representing the types of weapons that this shield can intercept. Each digit of binary that is set to one means that a weapon with the corresponding digit in its {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}interceptedByShieldType will be intercepted by this shield (See Shield Interception Tag Use).

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}string {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}armorType  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}""

Specifies the armorclass of the shield; you can input either an armorclass name OR a unitdef {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}name to share that unit's armorclass.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}smart  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Determines whether or not projectiles fired by allied units can pass through the shield (true) or are intercepted as enemy weapons are (false).

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}exterior  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Determines whether or not projectiles fired within the shield's radius can pass through the shield (true) or are intercepted (false).

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}energyUse  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The amount of the energy resource consumed by the shield to absorb or repulse weapons, continually drained by a repulser as long as the projectile is in range.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}radius  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The radius of the circular area the shield covers.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}power  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

Essentially the maximum allowed hit-points of the shield - reduced by the damage of a weapon upon impact.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}startingPower  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

How many hit-points the shield starts with - otherwise the shield must regenerate from 0 until it reaches maximum {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}power.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}powerRegen  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

How many hit-points the shield regenerates each second.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}powerRegenEnergy  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

How much energy resource is consumed to regenerate each hit-point.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}rechargeDelay  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.0

The delay in seconds before a shield begins to regenerate after it is hit.

The following tags control the visual aspects of the shield:

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}bool {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}visible  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}false

Is the shield visible or not?

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}int {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}visibleHitFrames  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0

The number of frames a shield becomes visible for when hit.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float[4] {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}badColor  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}{1.0, 0.5, 0.5, 1.0} (Red)

The RGBA colour the shield transitions to as its hit-points are reduced towards 0.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float[4] {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}goodColor  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}{0.5, 0.5, 1.0, 1.0} (Blue)

The RGBA colour the shield transitions to as its hit-points are regenerated towards its maximum {{#css:
  span.mono {
      font-family: courier, monospace;
  }
  span.value {
      color: #ff6600;
  }

}}power.

{{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}float {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}alpha  default: {{#css:

 span.value {
   color:#e65c00;
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.type {
   color:#0099cc; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }
 span.prefix {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
 }   
 span.name {
   color:#105289; 
   font-family: ‘Lucida Console’, Monaco, monospace;
   font-weight:bold;
 }
 span.var {
   font-family: ‘Lucida Console’, Monaco, monospace;
 }

}}0.2

The alpha transparency of the shield whilst it is visible.

customParams

The customParams subtable of a WeaponDef allows the game designer to give their weapons custom attributes, which can then be accessed via lua gadgets and widgets. It is a map (key-value pair indexed table) of strings. When accessing these attributes in lua the strings can be turned back into numbers, bools or even tables. This gives great control to game designers to essentially implement their own behaviour tags.

There are no additional tags specific to this subtable

Examples

Some games may have most WeaponDefs integrated into their UnitDefs.

S44 and MC:L implement an OOP paradigm with inheritance.


'Balanced Annihilation' WeaponDefs

'Conflict Terra' WeaponDefs

'Evolution RTS' WeaponDefs

'Imperial Winter' WeaponDefs

'Journeywar' WeaponDefs

'MechCommander: Legacy' WeaponDefs

'Spring: 1944' WeaponDefs

'Spring Tutorial Game' WeaponDefs

'XTA' WeaponDefs

'ZeroK' WeaponDefs