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Weapons are most commonly seen as the wieldable items dropped by enemies and found in the environment. However, they are also used for items like the CTF flag, oddball, and weapons attached to vehicles.
Weapons are intended to fire instances of the projectile tag, but they can technically reference any object (spawning bipeds, for example). Thrown grenades are not a type of weapon, but rather a projectile referenced by globals.
Units that have this label in their animations will be able to pick up the weapon
|secondary trigger mode|
|maximum alternate shots loaded|
|weapon a in|
|weapon b in|
|weapon c in|
|weapon d in|
|heat recovery threshold|
|heat detonation threshold|
|heat detonation fraction|
|heat loss rate|
This effect is played when the weapon overheats and is set to detonate as a result
|player melee damage|
|player melee response|
|actor firing parameters|
|near reticle range|
|far reticle range|
|intersection reticle range|
|zoom magnification range|
Minimum is the magnification amount for the first zoom level, and maximum is the magnification amount for the final zoom level
Determines the aiming cone where projectiles paths will be pulled towards the target biped's autoaim pill. This is the "red reticle" angle.
The maximum range of the autoaim cone.
For controller input, sets the angle where crosshair "stickiness" becomes a factor and aiming direction automatically tracks targets.
The maximum target distance for magnetism to apply.
Used for vehicle weapons to control the maximum angle of deviation when the aiming direction does not match the direction the weapon is facing. For example, the Ghost's deviation angle of 45 degrees allows the driver to fire in the direction they are aiming even if the Ghost has not yet turned to face that direction. Compare this to the Warthog gun's tighter 10 degree limit.
Present in previous versions, but has no effect in them. Reduces or inverts player movement by a fraction when this weapon is held.
|forward movement penalty|
The fraction of movement speed lost when moving forward or backward. A value of 1.0 prevents movement. Values greater than 1.0 invert input, up to 2.0 which gives full movement speed in the opposite direction.
|sideways movement penalty|
As above, but for movement from side to side.
|minimum target range|
AI actors will not fire this weapon on targets below this range; but Overcharge special fire mode will ignore this setting.
|looking time modifier|
|light power on time|
|light power off time|
|light power on effect|
|light power off effect|
|age heat recovery penalty|
|age rate of fire penalty|
|age misfire start|
|age misfire chance|
|first person model|
|first person animations|
|zoom in sound|
|zoom out sound|
|active camo ding|
|active camo regrowth rate|
|more predicted resources|
Thanks to the following individuals for their research or contributions to this topic:
- Jakey (Explaining weapon error fields)
- Kavawuvi (Invader tag definitions)
- MosesOfEgypt (Tag structure research)