Most recent edit on 2006-08-28 10:07:50 by SunTzu [fixed formatting bug]
Additions:
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
Deletions:
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
Edited on 2006-08-28 10:07:33 by SunTzu [fixed formatting bug]
Additions:
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
Deletions:
AddWeaponResult(, , , , , , )
Edited on 2006-04-04 14:30:35 by SunTzu
Additions:
1) <sTarget>: The recipient of the specified Effect. "Target" seems to be the only possible value. It looks that "Owner" is possible too, self-damaging the ship or subsystem where the weapon is mounted. --SunTzu
Deletions:
1) <sTarget>: The recipient of the specified Effect. "Target" seems to be the only possible value.
Edited on 2006-01-20 13:59:32 by MiKail
Additions:
This function is called in a ".wepn" file, and is used to define the effect that will occur when a weapon hits or misses its target. The most common usage is to cause damage to the target, although this function can also be used to disable the target as per the scout's EMP burst, or to push or pull the target closer to or away from the attacker. You may call AddWeaponResult multiple times in one weapon, with each calling being used to add a different effect.
Deletions:
This function is called in a .wepn file, and is used to define the effect that will occur when a weapon hits or misses its target. The most common usage is to cause damage to the target, although this function can also be used to disable the target as per the scout's EMP burst, or to push or pull the target closer to or away from the attacker. You may call AddWeaponResult multiple times in one weapon, with each calling being used to add a different effect.
Edited on 2006-01-20 13:59:11 by MiKail
Additions:
1) <rWeapon>: Reference to the weapon variable. Generally, this will be NewWeaponType.
- <sSpawnedWeaponEffect>: This is a weapon effect that is spawned if <sEffect> equals "SpawnWeaponFire" and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., "hgn_smallempburst" and "hgn_burstcannonburst").
Deletions:
1) <rWeapon>: Reference to the weapon variable. Generally, this will be NewWeaponType.
<sSpawnedWeaponEffect>: This is a weapon effect that is spawned if <sEffect> equals "SpawnWeaponFire" and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., "hgn_smallempburst" and "hgn_burstcannonburst").
Edited on 2006-01-20 13:58:24 by MiKail
Additions:
AddWeaponResult(, , , , , , )
<rWeapon>: Reference to the weapon variable. Generally, this will be NewWeaponType.
<sCondition>: Condition upon which the specified effect will occur. Possible values are "Hit" and "Miss". If set to "Hit", the effect occurs if the weapon hits the target. If set to "Miss", the effect occurs if the weapon misses the target.
<sEffect>: Effect to apply to the target if the specified condition is met. Possible values are "DamageHealth", "Disable", "Push", "SpawnWeaponFire". "DamageHealth" reduces the target's health by a randomly determined value between the fMinimumEffect and fMaximumEffect arguments. "Disable" reduces the target's EMP shields a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. If the shields are reduced to 0, the ship becomes disabled. "Push" moves the target toward or away from the attacker a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has "SpawnWeaponFire" defined, "Push" only has an effect if defined in the spawning weapon, not the weapon that is spawned. "SpawnWeaponFire" causes the specified <sSpawnedWeaponEffect> to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
<sTarget>: The recipient of the specified Effect. "Target" seems to be the only possible value.
<sSpawnedWeaponEffect>: This is a weapon effect that is spawned if <sEffect> equals "SpawnWeaponFire" and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., "hgn_smallempburst" and "hgn_burstcannonburst").
Deletions:
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
<rWeapon>: Reference to the weapon variable. Generally, this will be NewWeaponType.
<sCondition>: Condition upon which the specified effect will occur. Possible values are Hit and Miss. If set to Hit, the effect occurs if the weapon hits the target. If set to Miss, the effect occurs if the weapon misses the target.
<sEffect>: Effect to apply to the target if the specified condition is met. Possible values are DamageHealth, Disable, Push, SpawnWeaponFire. DamageHealth reduces the target's health by a randomly determined value between the fMinimumEffect and fMaximumEffect arguments. Disable reduces the target's EMP shields a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. If the shields are reduced to 0, the ship becomes disabled. Push moves the target toward or away from the attacker a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has SpawnWeaponFire defined, Push only has an effect if defined in the spawning weapon, not the weapon that is spawned. SpawnWeaponFire causes the specified sSpawnedWeaponEffect to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
<sTarget>: The recipient of the specified Effect. Target seems to be the only possible value.
<sSpawnedWeaponEffect>: This is a weapon effect that is spawned if the SpawnWeaponFire sEffect is specified and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., hgn_smallempburst and hgn_burstcannonburst).
Edited on 2005-09-20 07:45:56 by 210006198181.ctinets.com
Deletions:
1
Edited on 2005-09-20 07:44:54 by 210006198212.ctinets.com
Additions:
1
Edited on 2005-07-06 16:48:44 by MiKail
No differences.
Edited on 2005-07-02 03:54:23 by MiKail
Additions:
AddWeaponResult(NewWeaponType, "Hit", "SpawnWeaponFire", "Target", 0, 0, "Hgn_BurstCannonBurst")
Deletions:
AddWeaponResult(NewWeaponType, "Hit", "SpawnWeaponFire", "Target", 0, 0, "Hgn_BurstCannonBurst")
Edited on 2005-07-02 03:53:41 by MiKail
Additions:
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
Example
Description
This function is called in a
.wepn file, and is used to define the effect that will occur when a weapon hits or misses its target. The most common usage is to cause damage to the target, although this function can also be used to disable the target as per the scout's EMP burst, or to push or pull the target closer to or away from the attacker. You may call
AddWeaponResult multiple times in one weapon, with each calling being used to add a different effect.
Arguments
- <rWeapon>: Reference to the weapon variable. Generally, this will be NewWeaponType.
- <sCondition>: Condition upon which the specified effect will occur. Possible values are Hit and Miss. If set to Hit, the effect occurs if the weapon hits the target. If set to Miss, the effect occurs if the weapon misses the target.
- <sEffect>: Effect to apply to the target if the specified condition is met. Possible values are DamageHealth, Disable, Push, SpawnWeaponFire. DamageHealth reduces the target's health by a randomly determined value between the fMinimumEffect and fMaximumEffect arguments. Disable reduces the target's EMP shields a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. If the shields are reduced to 0, the ship becomes disabled. Push moves the target toward or away from the attacker a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has SpawnWeaponFire defined, Push only has an effect if defined in the spawning weapon, not the weapon that is spawned. SpawnWeaponFire causes the specified sSpawnedWeaponEffect to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
- <sTarget>: The recipient of the specified Effect. Target seems to be the only possible value.
- <fMinimumEffect>: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if sSpawnedWeaponEffect is set.
- <fMaximumEffect>: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if sSpawnedWeaponEffect is set.
- <sSpawnedWeaponEffect>: This is a weapon effect that is spawned if the SpawnWeaponFire sEffect is specified and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., hgn_smallempburst and hgn_burstcannonburst).
Related Pages:
Deletions:
Somebody deleted everything with a revision... so heres a restore of RangerHW's previous info
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
Example
AddWeaponResult(NewWeaponType, "Hit", "SpawnWeaponFire?", "Target", 0, 0, "Hgn_BurstCannonBurst")
Description
This function is called in a .wepn file, and is used to define the effect that will occur when a weapon hits or misses its target. The most common usage is to cause damage to the target, although this function can also be used to disable the target as per the scout's EMP burst, or to push or pull the target closer to or away from the attacker. You may call AddWeaponResult multiple times in one weapon, with each calling being used to add a different effect.
Arguments
rWeapon: Reference to the weapon variable. Generally, this will be NewWeaponType.
sCondition: Condition upon which the specified effect will occur. Possible values are Hit and Miss. If set to Hit, the effect occurs if the weapon hits the target. If set to Miss, the effect occurs if the weapon misses the target.
sEffect: Effect to apply to the target if the specified condition is met. Possible values are DamageHealth, Disable, Push, SpawnWeaponFire?. DamageHealth reduces the target's health by a randomly determined value between the fMinimumEffect and fMaximumEffect arguments. Disable reduces the target's EMP shields a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. If the shields are reduced to 0, the ship becomes disabled. Push moves the target toward or away from the attacker a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has SpawnWeaponFire? defined, Push only has an effect if defined in the spawning weapon, not the weapon that is spawned. SpawnWeaponFire? causes the specified sSpawnedWeaponEffect to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
sTarget: The recipient of the specified Effect. Target seems to be the only possible value.
fMinimumEffect: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if sSpawnedWeaponEffect is set.
fMaximumEffect: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if sSpawnedWeaponEffect is set.
sSpawnedWeaponEffect: This is a weapon effect that is spawned if the SpawnWeaponFire? sEffect is specified and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., hgn_smallempburst and hgn_burstcannonburst).
Edited on 2004-09-10 20:22:15 by adsl-68-251-198-87.dsl.sfldmi.ameritech.net
Additions:
Somebody deleted everything with a revision... so heres a restore of RangerHW's previous info
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
Example
AddWeaponResult(NewWeaponType, "Hit", "SpawnWeaponFire?", "Target", 0, 0, "Hgn_BurstCannonBurst")
Description
This function is called in a .wepn file, and is used to define the effect that will occur when a weapon hits or misses its target. The most common usage is to cause damage to the target, although this function can also be used to disable the target as per the scout's EMP burst, or to push or pull the target closer to or away from the attacker. You may call AddWeaponResult multiple times in one weapon, with each calling being used to add a different effect.
Arguments
rWeapon: Reference to the weapon variable. Generally, this will be NewWeaponType.
sCondition: Condition upon which the specified effect will occur. Possible values are Hit and Miss. If set to Hit, the effect occurs if the weapon hits the target. If set to Miss, the effect occurs if the weapon misses the target.
sEffect: Effect to apply to the target if the specified condition is met. Possible values are DamageHealth, Disable, Push, SpawnWeaponFire?. DamageHealth reduces the target's health by a randomly determined value between the fMinimumEffect and fMaximumEffect arguments. Disable reduces the target's EMP shields a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. If the shields are reduced to 0, the ship becomes disabled. Push moves the target toward or away from the attacker a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has SpawnWeaponFire? defined, Push only has an effect if defined in the spawning weapon, not the weapon that is spawned. SpawnWeaponFire? causes the specified sSpawnedWeaponEffect to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
sTarget: The recipient of the specified Effect. Target seems to be the only possible value.
fMinimumEffect: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if sSpawnedWeaponEffect is set.
fMaximumEffect: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if sSpawnedWeaponEffect is set.
sSpawnedWeaponEffect: This is a weapon effect that is spawned if the SpawnWeaponFire? sEffect is specified and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., hgn_smallempburst and hgn_burstcannonburst).
Edited on 2004-08-06 14:01:05 by AC928731.ipt.aol.com
Deletions:
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
Example
Description
This function is called in a
.wepn file, and is used to define the effect that will occur when a weapon hits or misses its target. The most common usage is to cause damage to the target, although this function can also be used to disable the target as per the scout's EMP burst, or to push or pull the target closer to or away from the attacker. You may call
AddWeaponResult multiple times in one weapon, with each calling being used to add a different effect.
Arguments
- rWeapon: Reference to the weapon variable. Generally, this will be NewWeaponType.
- sCondition: Condition upon which the specified effect will occur. Possible values are Hit and Miss. If set to Hit, the effect occurs if the weapon hits the target. If set to Miss, the effect occurs if the weapon misses the target.
- sEffect: Effect to apply to the target if the specified condition is met. Possible values are DamageHealth, Disable, Push, SpawnWeaponFire. DamageHealth reduces the target's health by a randomly determined value between the fMinimumEffect and fMaximumEffect arguments. Disable reduces the target's EMP shields a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. If the shields are reduced to 0, the ship becomes disabled. Push moves the target toward or away from the attacker a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has SpawnWeaponFire defined, Push only has an effect if defined in the spawning weapon, not the weapon that is spawned. SpawnWeaponFire causes the specified sSpawnedWeaponEffect to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
- sTarget: The recipient of the specified Effect. Target seems to be the only possible value.
- fMinimumEffect: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if sSpawnedWeaponEffect is set.
- fMaximumEffect: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if sSpawnedWeaponEffect is set.
- sSpawnedWeaponEffect: This is a weapon effect that is spawned if the SpawnWeaponFire sEffect is specified and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., hgn_smallempburst and hgn_burstcannonburst).
Related Pages:
Edited on 2003-11-25 12:19:40 by RangerHW
Additions:
- setPenetration
Edited on 2003-11-03 12:41:16 by RangerHW
Additions:
AddWeaponResult(<rWeapon>, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
rWeapon: Reference to the weapon variable. Generally, this will be NewWeaponType.
Deletions:
AddWeaponResult(rWeapon, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
rWeapon: Reference to weapon variable. Generally, this will be NewWeaponType.
Edited on 2003-10-13 11:39:01 by RangerHW
Additions:
AddWeaponResult(rWeapon, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect>)
Deletions:
AddWeaponResult(rWeapon, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect)>
Edited on 2003-10-13 11:32:56 by RangerHW
Additions:
AddWeaponResult(rWeapon, <sCondition>, <sEffect>, <sTarget>, <fMinimumEffect>, <fMaximumEffect>, <sSpawnedWeaponEffect)>
AddWeaponResult(NewWeaponType, "Hit", "SpawnWeaponFire", "Target", 0, 0, "Hgn_BurstCannonBurst")
Description
This function is called in a
.wepn file, and is used to define the effect that will occur when a weapon hits or misses its target. The most common usage is to cause damage to the target, although this function can also be used to disable the target as per the scout's EMP burst, or to push or pull the target closer to or away from the attacker. You may call
AddWeaponResult multiple times in one weapon, with each calling being used to add a different effect.
Arguments
- rWeapon: Reference to weapon variable. Generally, this will be NewWeaponType.
- sCondition: Condition upon which the specified effect will occur. Possible values are Hit and Miss. If set to Hit, the effect occurs if the weapon hits the target. If set to Miss, the effect occurs if the weapon misses the target.
- sEffect: Effect to apply to the target if the specified condition is met. Possible values are DamageHealth, Disable, Push, SpawnWeaponFire. DamageHealth reduces the target's health by a randomly determined value between the fMinimumEffect and fMaximumEffect arguments. Disable reduces the target's EMP shields a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. If the shields are reduced to 0, the ship becomes disabled. Push moves the target toward or away from the attacker a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has SpawnWeaponFire defined, Push only has an effect if defined in the spawning weapon, not the weapon that is spawned. SpawnWeaponFire causes the specified sSpawnedWeaponEffect to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
- sTarget: The recipient of the specified Effect. Target seems to be the only possible value.
- fMinimumEffect: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if sSpawnedWeaponEffect is set.
- fMaximumEffect: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if sSpawnedWeaponEffect is set.
- sSpawnedWeaponEffect: This is a weapon effect that is spawned if the SpawnWeaponFire sEffect is specified and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., hgn_smallempburst and hgn_burstcannonburst).
- StartShipWeaponConfig
Deletions:
AddWeaponResult(rWeapon, , , , , ,
AddWeaponResult(NewWeaponType, "Hit", "SpawnWeaponFire", "Target", 0, 0, "Hgn_BurstCannonBurst")
Note about conventions: A word in angled brackets ( < > ) indicates a replaceable. That is, a word that you replace with one of the values listed in the descriptions below. This is a tech-industry standard convention.
Argument Descriptions
- rWeapon: Reference to weapon variable, generally you'll put NewWeaponType.
- sCondition: Condition upon which the specified effect will occur. Possible values are Hit and Miss. If set to Hit, the effect occurs if the weapon hits the target. If set to Miss, the effect occurs if the weapon misses the target.
- sEffect: Effect to apply to the target if the specified condition is met. Possible values are DamageHealth, Push, and SpawnWeaponFire. DamageHealth reduces the target's health by a randomly determined value between the MinimumEffect and MaximumEffect arguments. Push moves the target toward or away from the attacker a random amount based on the value of the MinimumEffect and MaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has SpawnWeaponFire defined, Push only has an effect if defined in the spawning weapon, not the weapon that is spawned. SpawnWeaponFire causes the specified SpawnedWeaponEffect to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
- sTarget: The recipient of the specified Effect. Target seems to be the only possible value.
- fMinimumEffect: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if SpawnedWeaponEffect is set.
- fMaximumEffect: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if SpawnedWeaponEffect is set.
- sSpawnedWeaponEffect: This is a weapon effect that is spawned if the SpawnWeaponFire Effect is specified and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., hgn_smallempburst and hgn_burstcannonburst).
Edited on 2003-10-10 22:30:28 by RangerHW
Additions:
AddWeaponResult(rWeapon, , , , , ,
fMinimumEffect: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if SpawnedWeaponEffect is set.
fMaximumEffect: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if SpawnedWeaponEffect is set.
Deletions:
AddWeaponResult(rWeapon, , , , , ,
iMinimumEffect: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if SpawnedWeaponEffect is set.
iMaximumEffect: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if SpawnedWeaponEffect is set.
Edited on 2003-10-10 16:12:35 by ThoughtProcess
Additions:
AddWeaponResult(NewWeaponType, "Hit", "SpawnWeaponFire", "Target", 0, 0, "Hgn_BurstCannonBurst")
Deletions:
AddWeaponResult(rWeapon, "Hit", "SpawnWeaponFire", "Target", 0, 0, "Hgn_BurstCannonBurst")
Oldest known version of this page was edited on 2003-10-10 16:11:36 by ThoughtProcess []
Page view:
AddWeaponResult(rWeapon, , , , , ,
Example
AddWeaponResult(rWeapon, "Hit", "SpawnWeaponFire", "Target", 0, 0, "Hgn_BurstCannonBurst")
Note about conventions: A word in angled brackets ( < > ) indicates a replaceable. That is, a word that you replace with one of the values listed in the descriptions below. This is a tech-industry standard convention.
Argument Descriptions
- rWeapon: Reference to weapon variable, generally you'll put NewWeaponType.
- sCondition: Condition upon which the specified effect will occur. Possible values are Hit and Miss. If set to Hit, the effect occurs if the weapon hits the target. If set to Miss, the effect occurs if the weapon misses the target.
- sEffect: Effect to apply to the target if the specified condition is met. Possible values are DamageHealth, Push, and SpawnWeaponFire. DamageHealth reduces the target's health by a randomly determined value between the MinimumEffect and MaximumEffect arguments. Push moves the target toward or away from the attacker a random amount based on the value of the MinimumEffect and MaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass. If the weapon also has SpawnWeaponFire defined, Push only has an effect if defined in the spawning weapon, not the weapon that is spawned. SpawnWeaponFire causes the specified SpawnedWeaponEffect to be created. This is used to create weapons with a blast radius (e.g., flak frigate guns and the scout's EMP) and other special effects.
- sTarget: The recipient of the specified Effect. Target seems to be the only possible value.
- iMinimumEffect: The minimum power of the specified Effect, such as minimum damage. Set this to 0 if SpawnedWeaponEffect is set.
- iMaximumEffect: The maximum power of the specified Effect, such as maximum damage. Set this to 0 if SpawnedWeaponEffect is set.
- sSpawnedWeaponEffect: This is a weapon effect that is spawned if the SpawnWeaponFire Effect is specified and the Condition is met. Generally, the name of another weapon is input here, most notably those that create areas of effect (e.g., hgn_smallempburst and hgn_burstcannonburst).
Related Pages: