Weapon Variables

Contents
[hide14]

    * 1 WeaponType15
    * 2 Descriptions16
    * 3 Texture Tags17
    * 4 Plasma Visuals18
    * 5 Shield/Repulsor Descriptions19

WeaponType

This is a weapon tag! It allows you to bypass the engine's auto detection and force the weapontype.
(example weaponType="StarburstLauncher")
WeaponType	Description
AircraftBomb (dropped=1) 	Drops a ballistic projectile (aka Plasma) at the same movement vector as the unit itself. It's only meant for planes. A plane that has a CBombDropper as its weapon1 is a bomber. The CBombDropper automatically calculates its burst and burstrate tags from its reload time and uses 5 as its reload time instead. It will fire if the first bomb would drop within a circle roughly unitspeed*burst*burstrate so the longer the burst and the faster the unit the larger the circle in which it will drop instead of not firing and hoping the next attack run will pass that circle.
StarburstLauncher(vlaunch=1) 	Fires a projectile that rises vertically (starts with no velocity) for <weapontimer> seconds, then turns at a fixed rate towards its target. The projectile's lifetime depends on its range divided by its max speed (ignores acceleration) and the weapontimer somehow so the weapon can fall short depending on how these values are set. This is the only weapon that can properly perform intercepts and be interceptable. Emits a smoketrail.
BeamLaser (beamlaser=1) 	Should be well known, this thing spawns a beam and does a portion of its total damage each frame. It can't have a burst or burstrate, it can't have collidefriendly=0, it can't be emit-sfxed if it has a beamtime longer than one frame and its damage decreases over range if the minIntensity=1 tag isn't used. The largebeamlaser tag allows changing the visual effect of the laser, doesn't affect the behaviour of the weapon itself in any way though. Beamlasers can be really annoying... BTW, their beam doesn't collide with water so if they're set to waterweapon=1 they can shoot normally even when underwater (won't shoot at underwater targets though).
Shield (isShield=1) 	The shield. Really not much to say about this, the tags are all documented in the changelog.
TorpedoLauncher (waterweapon=1) 	Fires a projectile that will behave ballistically out of water and like a missile in water. Since waterweapon=1 is usually set for them they can fire underwater and they will target underwater units. The torpedo is the only projectile that doesn't explode on the water surface. An aircraft carrying a TorpedoLauncher is a special case, the thing turns into a bomb dropepr that will spawn a torpedo projectile, probably to get the whole bomber flight behaviour. Note that the waterweapon tag is also used to make a weapon fire underwater, independent of its type.
DGun (weaponname contains the word "disintegrator") 	This shoots a fireball that travels in a straight line. The fireball has no range limitation by itself so if it misses or is fired in FPS mode it will travel across the whole map and further. DGuns don't properly check their line of fire, if terrain is in the way they fire anyway. These things are meant to be used with noexplode=1 but of course you CAN use them without that, too. If ballistic=1 is set the fireball will be affected by gravity, the weapon won't compensate for it though so it will hit the ground before reaching the target. Might be useful for a Scorched Earth mod or something since you'd have to aim it manually to hit anything.
LightingCannon (sic) (lineofsight=1 and rendertype=7) 	An instant hit weapon like the Beamlaser except with a lightning graphic and even more annoying. It won't damage shields and it has a hardcoded inaccuracy (comparable to targetMoveError, the code comment is "should make it weaker against air"...). Shares some of the weirdnesses with the beamlaser, e.g. being able to penetrate water.
LaserCannon (lineofsight=1 and either beamweapon=1 or weaponname contains "laser" (marked as "workaround for SWTA)) 	The OTA-style laser. Probably one of the least annoying weapons in the engine. Its length is defined by the duration tag (together with the speed), BTW.
MissileLauncher (lineofsight=1 and smoketrail=1) 	Shoots a smoke-emitting projectile. It can use guidance, acceleration, etc. The projectile's lifetime depends on range/maxspeed so a slowly accelerating missile will fall short. It can also use trajectoryheight to have the shot arc but that has trouble with aiming at targets higher or lower than the shooter (see bug report, this REALLY could use some fixing). Pretty versatile weapon overall, if the laser rendering code was ported into this we could pretty much axe the LaserCannon completely.
EmgCannon (lineofsight=1 and rendertype=4 and color=2) 	Few know about this, it's a line of sight (i.e. not ballistic) weapon that can use billboard rendering (looks like a sprite). No idea what drawbacks this has, noone ever uses it.
Flame (lineofsight=1 and rendertype=5) 	The flamethrower. A really annoying weapon. AFAIK it won't even aim ahead of moving targets. Can't say much else about it since I haven't tried using it much but overall I'd avoid the weapontype and fake the effect somehow, it's not pretty when fast and won't hit jack when slow.
Cannon (anything that didn't trigger another weapon) 	Aka plasma. Shoots a ballistic projectile. Unlike the DGun it aims properly. Can't be emit-sfxed properly, maybe a ballistic DGun can fill that role.
Melee (only reachable through WeaponType) 	When it fires it simply damages the target, no ifs or buts. It doesn't use a projectile and doesn't care about the line of fire. It won't even report a proper heading and pitch to AimWeapon so if you plan on using it in 75b2 you have to slave it to another weapon to handle the aiming. May be useful to be the damage dealer for a cosmetic weapon, i.e. you slave the Melee to a weapon that does no damage but looks pretty and the Melee does the damage. Kinda like the weapons in Warcraft and so.
Rifle (only reachable through WeaponType) 	An instant hit weapon but an apparently unmaintained one. It has a hardcoded firing and explosion effect. I wouldn't use it.
CNoWeapon (weaponname is NOWEAPON, not reachable by any tag) 	Apparently a placeholder used when a weapon isn't present. It's not really a weapondef but generated when the unit demands a NOWEAPON.
Descriptions
Variable 	Description 	Examples
Accuracy 	How accurate a weapon is. A larger number is less accurate. If this tag is missing entirely, it has perfect accuracy unless its target moves unexpectedly. Accuracy is relative to the distance to the target; for instance, if the target is very close, even a very high accuracy value will probably still hit. If a target is very far away, even a very low accuracy value will likely cause the weapon to miss. Can be any numeric value. 	accuracy=400;
AlwaysVisible 	Ignore LOS handling and always draw the weapon effect? Can be 1 or 0. 	alwaysVisible=0;
AreaOfEffect 	How large the weapon's impact explosion is. This affects how powerful the weapon's default impulse strength will be. Currently, BeamLasers with an AreaOfEffect of 16 or above will deform the ground at their point of impact regardless of whether it has been told not to. Can be any numeric value, but should generally be at least 8, regardless of the type of weapon. 	areaofeffect=192;
AvoidFeature 	This makes the weapon avoid features while targetting (the shoot will still collide with features). Can be 1 or 0. 	avoidFeature=0;
AvoidFriendly 	If set to 0 units will not try to avoid friendly units in their line of fire. Can be 1 or 0. 	avoidFriendly=1;
Ballistic 	Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. Ballistic is mutually exclusive to LineOfSight and Dropped. Can be 1 or 0. 	ballistic=1;
BeamDecay 	For BeamLasers, defines the speed of the fadeout (each frame the beam's intensity is multiplied with that value). Can be between 0 and 1. 	beamDecay=0.9;
BeamLaser 	Whether this weapon is a beam laser or not. Beam lasers instantly hit their targets. Rendertype must be 0. Mutually exclusive to BeamWeapon. Can be 1 or 0. 	beamlaser=1;
BeamTime 	How long to fire the laser before waiting for ReloadTime to start. Can be any numeric value. Defaults to 1. 	beamtime=0.5;
BeamTTL 	For BeamLasers, defines the time (in frames) the beam will stay after being fired. Can be any numeric value. 	beamTtl=10;
BeamWeapon 	Whether this weapon is a regular laser or not. BeamWeapons (lasers) do not instantly hit their targets, and are affected by the weaponvelocity tag. Mutually exclusive to BeamLaser. Can be 1 or 0. 	beamweapon=1;
BounceRebound 	The amount of vertical velocity a projectile keeps when it bounces. Generally .3-1, but 0 for a sticky bomb, or 2 for a flubber bomb. Defaults to 1 	bouncerebound=.8;
BounceSlip 	The amount of horizontal velocity a projectile keeps when it bounces. Generally .3-1, but 0 for a sticky bomb, or 2 for a flubber bomb. Defaults to 1 	bounceslip=.8;
BurnBlow 	The weapon blows up when it reaches range the target was at when the weapon fired. Only works on plasma (rendertype=4) weapons and possibly missiles? Can be 1 or 0. A common usage is on flak guns. 	burnblow=1;
Burst 	How many shots are in a burst. Must be accompanied by burstrate. Can be any numeric value. 	burst=3;
BurstRate 	How fast the Burst fires. If set much below 0.1, it stops having any discernable effect. 	burstrate=0.1
CameraShake 	How much the camera shakes on impact. (needs the cameraShake widget to work). Can be any numeric value. 	cameraShake=5;
CanAttackGround 	Can be set to 1 or 0. 	canAttackGround=0
CegTag 	CegTag is the tag that emits a custom explosion every frame for a projectile. Can be used on any weapon to imitate dynamic lighting, smoke, fire, ball lightning, magic and many other things. Enter the name of your effect to make it emit once per frame. 	cegtag=MISSILE_SMOKE_FX;
Color 	An obsolete tag only recognized for compatibility purposes. While this still works for lasers, using rgbcolor=X X X; is a much, much better route. Plus, the RGBColor tag will override any color=x; tags in the tdf. 	color=1;
Color2 	An obsolete tag only recognized for compatibility purposes. 	color=2;
ColorMap 	Only used by flamethrower. Must be a CColorMap type. 	colorMap=1 0 0 1  0 1 0 1;
(red to green fade)
CollideFriendly 	If set to 0 this weapon will not hit friendly units. Can be set to 1 or 0. 	collisionFriendly=1;
CollisionSize 	Defines the physical size of projectiles, percentage of size for flamethrower and absolute value emg, plasma and laser. Can be any numeric value. 	collisionSize=30;
CommandFire 	When ordered to attack ground this weapon will only fire once, rather than continuously. This does not work when ordered to attack units (It will continue to fire until the target is dead). If the unit has CanDgun=1 in its FBI, commandfire will identify that weapon with the dgun button. The weapon wont fire unless the dgun button is pressed. Can be set to 1 or 0. 	commandfire=1;
CoreThickness 	Thickness of the core of a laser (the part which use rgbcolor2). Can be any numeric value. 	coreThickness=0.25;
Coverage 	The range for anti-weapon weapons, like antinukes. This will be shown on the minimap as a guide. Can be any numeric value. 	coverage=1280;
CraterBoost 	Adds a constant factor to the terraform the explosion does. Can be any numeric value. (default 0) 	craterMult=0.1;
CraterMult 	Multiplies with the terraform the explosion does. Can be any numeric value. (default :=impulsFactor) 	craterMult=1.2;
CylinderTargetting 	If greater than 0, range will be checked in a cylinder instead of a sphere:

half height=unitradius*cylinderTargetting
Defaults to 1 for Melee type weapons, 0 otherwise. In 0.76b1, does not work with BeamLaser weapons.(image20) 	cylinderTargetting=0;
Dance 	For missles, unlike wobble it doesn't rotate the missile and it prevents the missile from going too far off course so a dancing swarm will remain coherent. Can be any numeric value. 	dance=97;
Dropped 	Sets the weapon to be dropped, like from a bomber. Must be RenderType=6 and needs the Model tag to be specified. Mutually exclusive to Ballistic and LineOfSight. Can be set to 1 or 0. 	dropped=1;
Duration 	For how many seconds a beam weapon will be fired before waiting for reload time. Also controls the length of the beam in BeamWeapon projectiles. Can be any numeric value. Used for rendertype 0 and 7 weapons. 	duration=.5;
DynDamageExp 	Exponent of the range damage formula, 0 (the default) disables dynamic damage. 1 means linear scaling. Only used by BeamLasers and LightingCannons. Can be any numeric value. (image21) 	dynDamageExp=0;
DynDamageInverted 	Inverts the damage curve (more damage at far range). Only used by BeamLasers and LightingCannons. Can be 0 or 1. 	dynDamageInverted=0;
DynDamageMin 	Minimum dynamic range damage value. Only used by BeamLasers and LightingCannons. Can be any numeric value. 	dynDamageMin=0;
DynDamageRange 	If set it will use this value in the dynamic range damage formula instead of the range value from the weapon in the calculation. Only used by BeamLasers and LightingCannons. Can be any numeric value. 	DynDamageRange=400;
EdgeEffectiveness 	Determines what percent of a weapon's maximum damage value will be applied to units as they are closer to the outer edge of the weapon's AreaOfEffect. Must have a decimal value between 0 and 1. Default in OTA was 0, probably the same in Spring. (image22) 	edgeEffectiveness=0.25;
EnergyPerShot 	Energy used per shot. If the specified amount of energy is not available, the weapon will not be able to shoot. Can also be used to specify how much a Stockpile weapon wll cost to build. Can be any numeric value. 	energypershot=5;
ExplosionSpeed 	Explosion animation speed/time. (only used by BeamLaser and LightingCannon?) default:

gd=max(30, DefaultDamage/20);
expSpeed=(8+(gd*2.5))/(9+(sqrt(gd)*.7))/2;
Can be any numeric value.
	explosionSpeed=5;
FallOffRate 	Rate at which the beamweapon fades out after it goes past its maximum range. 0 is never fade out, 1 is finish fading out exactly at max range, the default 0.5 is the previous behaviour. 	FallOffRate=0.5;
FireStarter 	How likely the weapon will set trees on fire. High values make trees likey to be set on fire, low values make trees likely to just explode or tip over. Can be any numeric value between 0 and 100. 	fireStarter=75;
FireSubmersed 	If set the weapon can fire underwater, if not then not. Use it for weapons that cannot fire underwater but can hit underwater targets. Works even for torpedoes. Can be 0 or 1. 	fireSubmersed=1;
FixedLauncher 	For missiles, starburst missiles and torpedoes, this makes the projectile spawn with the orientation of the shooting piece instead of their normal orientation. The weapon will not properly check if allies are in the way so make sure you align the launchers in a way that won't hammer right into your own forces and perhaps use collideFriendly=0. FixedLauncher conflicts with trajectoryHeight and IMO combining them is pointless anyway so don't use both on a weapon. Can be 0 or 1. 	fixedLauncher=0;
FlameGFXTime 	Makes the flamethrower projectile stay alive as a graphical effect (doesnt do any damage) after it has reached maxrange. It is defined in percent, so 1.2 makes it remain 20% beyond maxrange. Can be any numeric value. 	flamegfxtime=1.2;
FlightTime 	Can be any numeric value. 	flightTime=10;
GroundBounce 	Weather the weapon projectile will bounce on the ground (on land or the ocean floor). Can be 0 or 1, defaults to 0 (off) 	groundbounce=1;
Guidance 	Specifies whether or not the weapon is capable of correcting its trajectory mid-flight. Will not track a moving target. Works only on missile and torpedo weapons. Can be set to 1 or 0. See TurnRate for information on specifying how well a weapon can track a target. Requires rendertype=1, lineofsight=1, and selfprop=1; 	guidance=1;
HardStop 	For LaserCannon, defined if the laser effect hard stops or fade out. Can be 0 or 1. 	hardStop=0;
HeightBoostFactor 	Gives control of cannon height range boost (more than 1 means increased range, 0 means the cannon has fixed range regardless of height difference to target. default is a magic value calculated on weapon init, based on range tag and theoretical max range.). Can be any numeric value, including negative ones (<0 := automatically calculated). 	heightBoostFactor=-1;
HeightMod 	Changes the sphere weapon range into an ellipsis. If it is larger 1.0 the weapon can't shoot as height as far, i.e. 0.5 means it can shoot twice as height as far (image23). Note that this may not work well with beam weapons, use minIntensity (0..1) tag to fix that. 	heightMod=1;
ImpulseBoost 	A constant factor added on the weapon's impulsefactor. Can be any numeric value, including negative ones. 	impulseBoost=0.5;
ImpulseFactor 	The multiplier on the weapon's default impulsefactor, which is determined based on a weapon's default damage and AreaOfEffect. The impulse of a weapon is how strong of a kinetic force will be applied to its target or anything near the point of impact. Can be any numeric value, including negative ones. 	impulsefactor=2.5;
Intensity 	Alpha (brighness and washout effect) of the weapon. Can be used on any rendertype 0, 3, or 4 weapon. Can be any numeric value. 	intensity=1.5;
InterceptedByShieldType 	Bitfield representing the types of shields that can intercept this weapon. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a shield with that digit set to one will intercept this weapon, for instance, the example will result in the weapons being blocked by shields with types 1 and/or 3. Maxium of 32 unique types. See Shield Interception Tag Use24. 	InterceptedByShieldType=5;
Interceptor 	Can intercept missiles with the Cruise tag. 	interceptor=1;
LargeBeamLaser 	If set to 1 a beamlaser uses an alternate graphics effect. Can be 0 or 1. 	largeBeamLaser=0;
LaserFlareSize 	Size of the flare for laser weapons, multiplier for thickness. Can be set to any numeric value. (default: 15) 	laserFlareSize=15;
Leadbonus 	Is multiplied with the unit's experience and added to the lead limit. 	leadbonus=1;
LeadLimit 	Limits the maximum distance a unit will lead a target (default is -1 which means infinite). 	leadLimit=1;
LineOfSight 	NOT SUPPORTED BY SPRING!
It is only used to detect the weapontype of ota weapon configs. 	
LodDistance 	Minimum camera distance at which the default beamweapon projectile is simplified to rectangle. Can be set to any numeric value. (default: 1000) 	lodDistance=1000;
ManualBombSettings 	For Bombers, use burst and burstrate tags instead of hardcoded values. Can be set to 1 or 0. 	manualBombSettings=1;
MetalPerShot 	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 Stockpile weapon wll cost to build. Can be set to any numeric value. 	metalpershot=500;
MinIntensity 	For beamlasers - always hit with some minimum intensity (a damage coeffcient normally dependent on distance - range 0 to 1). Can be set to any numeric value. 	minIntensity=0.1;
Model 	The 3DO or S3O model to be used as this weapon's physical representation. 3DO modesl do not need a .3do extension, but S3O weapon do. 	model=missile;
MovingAccuracy 	A weapon's accuracy while moving. See Accuracy. Can be any numeric value. 	movingaccuracy=1000;
MyGravity 	For ballistic weapons (Cannon and Bomb), it overrides the map gravity if used. Regular map gravity is around 0.2. 	myGravity=0.2;
NoExplode 	Whether or not the weapon will explode on impact or continue on its path. An example is the d-gun. Can be set to 1 or 0. 	noexplode=1;
NoSelfDamage 	This weapon will not damage the unit that fired it. For instance, a nuke silo could shoot itself and not take any damage if this was active. Can be set to 1 or 0. 	noselfdamage=1;
NumBounce 	The maximum number of times a weapon will bounce. -1 for infinite. Defaults to -1 	numbounce=5;
Paralyzer 	If active, this weapon will not cause any damage to its target, but will instead paralyze (aka EMP). The default damage value of a weapon with this active will be applied to the target's HP; once the HP is overwhelmed, it will be paralyzed. Can be set to 1 or 0. 	paralyzer=1;
ParalyzeTime 	On Paralyzer weapons, determines the maximum length of time the target will be paralyzed (In seconds?). The timer is refreshed every time the target is hit by the weapon. Can be set to any numerical value. 	paralyzetime=10;
PredictBoost 	How much should the weapon predict unit speeds (similar to targetMoveError). Default 0 for non-burnblow, 0.5 for burnblow weapons. Can be set to any numerical value (0.0-1.0). 	predictBoost=1;
Projectiles 	The weapon fires this many projectiles at once (shotgun style). Make sure you put them on different trajectories somehow (sprayangle or different firepoints) because otherwise they'll all be clumped in one shot. Works well combined with bursts. Can be set to any integer value. 	projectiles=1;
ProximityPriority 	Acts as a multiplier for the distance to the target in the priority calculation. Note that negative values make weapons prefer distant targets. Can be set to any numerical value. 	proximityPriority=1;
PulseSpeed 	On LargeBeamLaser, how fast the pulsating effect at the beam start is. Can be set to any numerical value. 	pulseSpeed=15;
Range 	The maximum range of the weapon. If set to noexplode, the weapon will disappear after this range has been met. If set to burnblow, the weapon will explode after this range has been met. Can be set to any numerical value. 	range=750;
ReloadTime 	The amount of time between shots. If a unit is paralyzed, this stops counting down. Can be set to any numerical value. 	reloadtime=3.5;
Rendertype 	The way the weapon will be displayed. Certain rendertypes are incompatibile with other tags, but it's generally for a logical reason. The rendertypes are as follows: 0 - Laser, 1 - Model, 3 - Plasma, 4 - Unit explosion (usally), 5 - Flamethrower, 6 - Dropped, 7 - Lightning. There's no documented use of rendertype=2 in OTA, and it probably doesn't do anything in Spring. 3 and 4 are usually interchangeable, both can be used to render a plasma/EMG/whatever shot; this is probably for compatibility. 	rendertype=1;
RGBColor 	The color of the rendertype 0, 3, 4, 7 weapon, specified in RED_GREEN_BLUE format. 	rgbcolor=1 0.3 1; - this would make evul-purple
RGBColor2 	The color at the core of a rendertype 0 (laser) weapon. Specified the same as above. Defaults to white. 	RGBColor2=0 1 0; - this would make a weird green middle for the evul-purple laser
ScrollSeed 	Only used by LargeBeamLaser. How fast the beam apears to be moving towards it target. Can be set to any numerical value. 	scrollSeed=1;
Selfprop 	Required for Guidance tag. This weapon can propel itself and can have things like acceleration, rather than always travelling at one speed. See Guidance, StartVelocity, WeaponAcceleration, WeaponVelocity. Can be set to 1 or 0. 	selfprop=1;
Size 	Defines the visible size of projectiles. Can be set to any numerical value. Default size is 2 + min(damage / 400, areaOfEffect / 10). 	size=10;
SizeGrowth 	Defines how fast flame projectiles will grow in size. Can be set to any numerical value. 	sizegrowth=0.6;
SmokeTrail 	Does the projectile leave a smoke trail or not. Can be set to 1 or 0. 	smoketrail=1;
SoundHit 	The sound made whe the weapon hits. Must reference a .wav file in the .\Sounds directory. 	soundhit=emghit;
SoundHitVolume 	Can be any numerical value between 0 and 1. 	soundhitvolume=0.5;
SoundStart 	The sound made when the weapon begins to fire. Will fire only once if the weapon is shot in a burst. Must reference a .wav file in the .\Sounds directory. 	soundstart=emgfire;
SoundStartVolume 	Can be any numerical value between 0 and 1. 	soundstartvolume=0.5;
SoundTrigger 	If active, the weapon will sound every time a shot is fired in a burst sequence. Can be set to 1 or 0. 	soundtrigger=1;
SprayAngle 	How wide the the angle of a burst from a burst weapon can be. Very similar to Accuracy, except that if a weapon has no sprayangle, all the shots will be fired at the same spot, even if the weapon's aim is off. 	sprayangle=1024;
StartVelocity 	The starting speed of the weapon as it is first fired. Only applicable to weapons that can accelerate. 	startvelocity=200;
Stockpile 	Can this weapon be stockpiled, for instance like a nuke launcher. Can be set to 1 or 0. 	stockpile=1;
SubMissile 	For TorpedoLaunchers, if set to 1 the torpedo will travel like a missile outside of water. It will not emit a smoketrail, though. When fired from a plane it will behave the same way but the plane will probably be considered a fighter, not a bomber. Can be set to 1 or 0. 	subMissile=0;
SweepFire 	If 1 (default 0) it will make the weapon continue firing while it aims for a new target. Only works on continous beam lasers currently. Can be set to 1 or 0. 	SweepFire=1;
TargeBorder 	If nonzero, targetting units will TryTarget at the edge of collision sphere (radius*tag_value, [-1;1]) instead of its centre. Can be set between 0 and 1. Defaults to 1 for Melee type weapons, 0 otherwise. (image25) 	targetBorder=1;
Targetable 	If active, the weapon will be automatically targeted by any Interceptor weapons. 	targetable=1;
TargetMoveError 	The degree to which a weapon's aiming will fail to keep up with its target's movement. If set very low or not set at all, a weapon will lead its target and almost always hit unless there's a lot of micromanagement on the part of the person controlling the target. If set too high (about 0.3 or above), the weapon will have a lot of difficulty even tracking its target enough to get a shot off. Can probably only be set between 0 and 1. Beyond 1, the weapon would be virtually useless. 	targetmoveerror=0.15;
Thickness 	Thickness of a beamweapon or beamlaser, default is 2. Can be set to any numerical value. 	thickness=4;
TileLength 	Only used by LargeBeamLaser. Defines the length before the texture used is repeated (tiled). 	tileLength=4;
ToAirWeapon 	If active, the weapon will only be capable of targetting units which are flying, or are capable of flying. Can be set to 0 or 1. 	toairweapon=1;
Tolerance 	The amount to which the weapon's "real" aim can be off while the weapon will still be able to fire accurately at the target. This worked in OTA, but I'm not 100% sure if it works in Spring. Can be set to any numerical value. 	tolerance=1500;
Tracks 	If the missile tracks a moving target. Can be set to 1 or 0. 	tracks=1;
TrajectoryHeight 	The height of the arc of a missile weapon. It is useful for compensating for mountains or debris. Is relative to the weapons speed (Higher speed, higher arc) and the range the weapon is firing at (Lower range lower arc). Requires Guidance and Turnrate to hit its target when over 1. 	trajectoryheight=0.8;
Turnrate 	How fast a guided weapon can turn. Can be any numerical value between 0 and 64000. If set to 0, the weapon can't turn at all, if set to 64000, the weapon can literally defy all known physics and turn 180 degrees in a fraction of a second. This is relative to a weapon's velocity; a weapon with a very low velocity (~200) wouldn't need a very high turnrate to keep up with a fighter, although it would probably never catch it because of its slow speed. A weapon with a very high velocity (~1000) would need a very high value in order to be able to hit targets that turn suddenly. 	turnrate=32000;
Turret 	Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing, ie, has no rotating turret piece. 	turret=1;
TwoPhase 	Weapon operates in two phases. Unused in 76b1 and 77b1! Can be set to 1 or 0. 	twophase=1;
VLaunch 	Set to 1 to launch the weapon vertically. Can only be used with missile-type weapons with a TurnRate. Cannot be used at the same time as Turret. Set to 1 or 0. 	vlaunch=1;
WaterBounce 	Weather the weapon projectile will bounce on the surface of the water. Can be 0 or 1, defaults to 0 (off) 	waterbounce=1;
WaterWeapon 	Water weapons behave somewhat like Dropped weapons out of water, and like missiles underwater. Is the only type of weapon that can fire under water. Can be set to 1 or 0. 	waterweapon=1;
WeaponAcceleration 	Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity. Increases the weapon's velocity every second by the amount specified. Can be any numerical value. 	weaponacceleration=50;
WeaponTimer 	How long until the weapon will go into its second phase. For use with missile weapons. For VLaunch weapons, the weapon will turn to actually go towards its target after the specified number of seconds has expired. For non-VLaunch missiles with a TurnRate, the weapon will go randomly off-course after this period of time. Can be set to any numerical value. 	weapontimer=5;
WeaponVelocity 	The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity at the rate specified by its WeaponAcceleration. 	weaponvelocity=800;
Wobble 	The amount that a missile will wobble off-course. Requires TurnRate. Turnrate will wrestle with wobble to keep the weapon on course, so wobble must be high enough to compensate to have any effect. Can be set to any numerical value between 0 and 64000. 	wobble=15000;

NOTE: Variables that are defined by either a 1 or a 0 are BOOLEAN, where 1 means TRUE and 0 means FALSE.

NOTE 2: "Any numerical value" for things that relate to angles really means any value between 0 and 64,000 since that's between 0 and 360 degrees in spring measurement. Setting it higher than 64,000 will bring it 'full circle' so to speak.

Texture Tags
Weapon 	Used Texture Tags
AircraftBomb 	texture1 = projectile
BeamLaser 	texture1 = beam
texture2 = beamend
texture3 = flare
PlasmaCannon 	texture1 = projectile
EmgCannon 	texture1 = projectile
FlameThrower 	texture1 = flame
LargeBeamLaser 	texture1 = beam
texture2 = beamend
texture3 = muzzle
texture4 = flare
LaserCannon 	texture1 = beam
texture2 = beamend
LightingCannon 	texture1 = beam
MissileLauncher 	texture1 = flare
texture2 = smoketrail
Shield 	texture1 = shield
StarburstLauncher 	texture1 = flare
texture2 = smoketrail
texture3 = flame
TorpedoLauncher 	texture1 = projectile

NOTE: All textures need to be `atlased`. So you have to define them in the resources.tdf and use the reference name in the texture tags.

Plasma Visuals
Variable 	Description 	Examples
AlphaDecay 	How much a plasma particle is more transparent than the previous particle. Can be set to any numerical value. (default: 1) 	AlphaDecay=0.95;
NoGap 	If set to 1, the distance between plasma particles is proportional to the size of the two particles. If set to 0, the distance between plasma particles will be proportional to the size of the first particle. Can be set to 1 or 0. (default: 1) 	NoGap=0;
Separation 	Distance between each plasma particle. Can be set to any number value. (default: 1) 	Separation=5;
SizeDecay 	How much a plasma particle is smaller than the previous within the same plasma shot. Can be set to any numerical value. (default: 0) 	SizeDecay=0.2;
Stages 	Number of particles used in one plasma shot. Can be set to any number value. (default: 5) 	Stages=20;



Shield/Repulsor Descriptions
Variable 	Description 	Examples
ExteriorShield 	If set to 1, the shield/repulsor will not have any effect on weapons fired from within its field. Can be 1 or 0. 	exteriorshield=1;
IsShield 	If set to 1, this "weapon" is no longer a weapon, is now a repulsor or a shield, based on the other properties given to it. Can be 1 or 0. 	isshield=1;
ShieldAlpha 	How clearly visible the shield is, if you have VisibleShield turned on. Value is between 0 and 1. 	shieldalpha=0.4;
ShieldEnergyUse 	The amount of energy used to repulse or destroy weapons. Will be used constantly while the weapon is in its area of effect if it is a repulsor, will be used only once on impact if it is a shield. 	shieldenergyuse=1500;
ShieldForce 	The force applied to weapons, an arbitrary number. Set to 1, it will not deflect very well. Only for use on repulsor-type. Can be set to any numerical value. 	shieldforce=1.75;
ShieldBadColor 	The color the shield is when it is at 0% strength, if you have VisibleShield turned on. Defined in R G B format. 	shieldbadcolor=0 1 0;
ShieldGoodColor 	The color the shield is when it is at 100% strength, if you have VisibleShield turned on. 	shieldgoodcolor=1 0 0;
ShieldInterceptType 	Bitfield representing the types of weapons that this shield can intercept. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a weapon with that digit set to one will be intercepted by this shield, for instance, the example will result in the shield blocking weapons with types 2 and/or 3. Maxium of 32 unique types. See Shield Interception Tag Use26. 	ShieldInterceptType=6;
ShieldMaxSpeed 	The maximum speed the repulsor will push weapons away at. Only for use on repulsor-type. Can be set to any numerical value. 	shieldmaxspeed=400;
ShieldPower 	How much "power" a shield can store. "Power" is not the same as energy; think of it as the shield/repulsor's private battery source. It can be drained completely by defending against weapons, even if you have lots of energy. Power is drained by the affected weapons damage. Can be set to any numerical value. 	shieldpower=1000;
ShieldPowerRegen 	How quickly the shield regenerates its "power", even when under attack. Regenerates the amount specified every second. Can be set to any numerical value. 	shieldpowerregen=25;
ShieldPowerRegenEnergy 	How much energy is required to keep the shield regenerating its "power". For instance, you might have it set so that 100 units of energy are necessary for every 25 units of "power". 	shieldpowerregenenergy=100;
ShieldRadius 	Defines the size of the area the shield/repulsor protects. Can be set to any numerical value. 	shieldradius=500;
ShieldRepulsor 	If set to 1, the "shield"-type weapon will repulse projectiles. If set to 0, it will destroy them. Can be set to 1 or 0. 	shieldrepulsor=1;
ShieldStartingPower 	If set the shield starts with this much power instead of 0. Can be set to any numerical value. 	shieldStartingPower=100;
SmartShield 	If set to 1, the shield/repulsor will not affect owned/allied weapons. Can be set to 1 or 0. 	smartshield=1;
VisibleShield 	If set to 1, the shield will be visible. Only for use on shield-type. Can be set to 1 or 0. 	visibleshield=1;
VisibleShieldHitFrames 	Numbers of frames how long the shield should be visible after it got hit (the alpha value fades after the hit). Can be set to any numerical value. (default: 0 frames) 	visibleShieldHitFrames=5;
VisibleShieldRepulse 	If set to 1, the repulsing effect will be visible. Only for use on repulsor-type. Can be set to 1 or 0. 	visibleshieldrepulse=1;

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