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  • Ammo Parameters


    OWA
    • Supported Version: W3D Engine 5.0

    A weapon cannot fire without an ammo type.

     

    Parameter

    Default

    Description

    Ammo Type

    Normal

    This determines if the ammo is just a regular bullet, or a type of C4 explosive.

    ModelFilename

     

    What is the W3D model that this projectile fires

    ShouldPrelight

    true

    Does the bullet have dynamic lighting applied to it, or is it full bright?

    Warhead

    (can vary)

    What warhead (from armor.ini) does the ammo have?

    Damage

    1.000

    How much damage does the weapon do per shot?

    DamageAfterFalloff

    -1.000

    After the weapon has gone beyond DamageFalloffRangeEnd meters, how much damage does it do? This is interpolated between the full damage and this damage in between DamageFalloffRangeStart and DamageFalloffRangeEnd.

    (Eg. A shot with Damage=10, DamageAfterFalloff=1, DamageFalloffRangeStart=25, DamageFalloffRangeEnd=75 will do 10 damage up to 25 meters, 5 damage at 50 meters and 1 damage at 75 meters and beyond.)

    Range

    10

    How far (in meters) can this projectile go? The weapon actually goes about 20% further than this, however, if it uses a projectile. Hitscan weapons will stop exactly at this distance.

    DamageFalloffRangeStart

    -1.000

    Where does the damage falloff start, in meters. If set to -1, then the weapon does not use falloff.

    DamageFalloffRangeEnd

    -1.000

    Where does the damage falloff end, in meters. If set to -1, then the weapon does not use falloff.

    EffectiveRange

    10

    What is the optimum range to use this weapon at? This is primarily used for AI bots.

    TargettingRange

    -1.000

    At what range does the targeting box turn up? This is traditionally set 20% higher than the weapon's range, to make that match the ACTUAL range.

    Velocity

    1

    How fast in m/s does the projectile go? Note: If a projectile is over a certain velocity (set in HitscanVelocityThreshold, in General under Global Settings>General in Mammoth, usually it's 1000m/s) then the projectile will be hitscan, and hit instantly.

    ProjectileExtent

    0.000, 0.000, 0.000

    How big is the projectile? If it's all set to 0, then the projectile will be a point. Length, width, height.

    IsDamageZone

    false

    If this is set, then the weapon that uses it will just "project" damage, in a ProjectileExtent zone in front of the muzzle. This damage will always hit.

    Gravity

    0.000

    How much gravity does the projectile have, simulating a ballistic curve.

    Elasticity

    1.000

    How "bouncy" is the projectile?

    Rate of Fire

    1.000

    How fast does the weapon fire. This is in Rounds per Second, to convert to RPM, divide the RPM by 60.

    SprayAngle

    0.000

    How wide is the weapon's cone of fire in degrees.

    SprayAngleIncreasePerShot

    0.000

    How much does the spray angle increase after every shot?

    MaxSprayAngle

    0.000

    What's the biggest the increased spray can be?

    IgnoreSprayAngleIncrease

    false

    Does the gun ignore the increased spray angle?

    SprayCount

    1

    How many shots per shot does the weapon fire? (A rifle will most likely fire 1 shot, a shotgun would fire multiple.)

    SprayBulletCost

    1

    How many bullets out of the weapon's clip does this ammo use up per shot?

    AquireTime

    0.000

    Unused

    BurstDelayTime

    0.000

    If the weapon fires a burst, how long does it take between bursts? (A weapon could have a higher ROF with a longer burst, and a normal full auto mode with a normal ROF.)

    BurstMax

    0

    How many shots constitute a burst? The gun will fire this many shots before stopping. (If the weapon is out of ammo during the burst, the gun won't fire after reloading.)

    IsSemiAutomatic

    false

    IF set to true, then you will have to re-click every time you want to fire a shot.

    SoftPierceLimit

    0

    If set up right, then a shot from this weapon will penetrate this many objects?

    TurnRate

    0

    If the projectile is tracking, then it will turn this many degrees per second to try and hit it's target.

    TimeActivate

    false

    If set to true, then the weapon will explode at the end of it's lifespan.

    TerrainActivated

    false

    If set to true, then the weapon will explode when it hits the terrain.

    ExplosionDefID

     

    When the projectile explodes (if it reaches the end of it's travel or if it hits the terrain and the appropriate flags are set), this explosion will be spawned.

    RandomTrackingScale

    0.000

    How far off the target will this projectile track to, roughly?

    DisplayLaser

    false

    Creates a debug box between the the muzzle and the point the weapon would hit.

    ChargeTime

    0.000

    How long does this ammo take to fire? Charge flags might need to be set.

    ContinuousSoundDefID

     

    This sound will play continuously while the weapon fires.

    FireSoundDefID

     

    This sound will play every time it fires.

    FirstFireSoundDefID

     

    This sound will play on the first shot of the burst.

    ContinuousEmitterName

     

    This emitter will be emitted from the muzzle continuously while the weapon fires.

    MaxBounces

    0

    How many times will this projectile bounce off the terrain?

    IgnoreCollisionWithParentOfOwner

    false

    Will the shots hit an object that is the parent of the firer? Useful for multi-turreted vehicles.

    C4TriggerTime1

    0.000

    I honestly don't know what these do.

    C4TriggerTime2

    0.000

    C4TriggerTime3

    0.000

    C4TriggerRange1

    0.000

    C4TriggerRange2

    0.000

    C4TriggerRange3

    0.000

    C4TimingSound1ID

    0.000

    C4TimingSound2ID

    0.000

    C4TimingSound3ID

    0.000

    C4DisallowSoldierAttach

    false

    Can this C4 be attached to soldiers?

    C4IsMCTOnly

    false

    Can this C4 be attached only to MCT objects?

    C4TransferDamageToAttachedObject

    true

    When another player shoots this object, does the damage pass through to the object that it is attached to?

    C4PersonalLimit

    0

    The limit of C4s that one player can have in the world at one time. 0 = infinite.

    C4DoTTickRate

    4

    The tick rate for damage over time C4 Objects. i.e. 4 = once every 4 seconds. Damage is set in the regular Damage field of the ammo preset.

    AliasedSpeed

    0.000

    If a weapon's tracer or bullet projectile is clipping into the gun when firing, tweak this setting to offset the tracer object forwards to prevent clipping.

    HitterType

    Bullet

    What surface effect does this bullet generate when it hits something?

    BeaconObject

     

    What beacon object does this ammo spawn when fired, if the weapon is a beacon?

    BeamEnabled

    false

    Does this weapon have a bullet beam effect? (This is most useful on hitscan weapons.)

    BeamColor

    1.000, 1.000, 1.000

    An RGB triplet for the beam colour, in 0-1 space. (To convert from regular RGB, divide the values by 255.)

    BeamTime

    0.300

    How long does the beam last for?

    BeamWidth

    0.250

    How wide is the beam, in meters?

    BeamEndCaps

    true

    Does the beam taper off and finish at the ends of the beam?

    BeamTexture

     

    What texture does the beam have?

    BeamSubdivisionEnabled

    false

    Does the beam subdivide and jink about? This is useful for electrical weapons, such as tesla weaponry.

    BeamSubdivisionFrozen

    false

    Does the subdivision stay as is when it is generated? If true, what the beam starts as is how it stays, false and the beam will dynamically animate around.

    BeamSubdivisionScale

    1.000

    How big is the subdivision? How much does it jink about?

    IconNameID

     

    Used in the HUD for displaying the weapon's current firing mode.

    IconTextureName

     

    Unused

    IconTextureUV

     

    Unused

    IconOffset

     

    Unused

    GrenadeSafetyTime

    0.000

    If a projectile explodes, how long does it have to have been flying through the air before it will actually explode?

    ProjectileAnimation

    false

    If the ammo's model has an animation, if this is ticked, it will be played as the projectile flies through the air.

    Useful for C4 with a timer animation on them.

    Thrown C4 Preset

     

    If this is C4, what is the C4 Preset that it uses to represent it?

    DisableHitscan

    false

    If the ammo's velocity is above the hitscan threshold, having this ticked will ignore that threshold and instead create it as a physically simulated bullet as normal.

    AutoAdjustMuzzlesOnEnemyTarget

    false

    If enabled, the muzzles of the weapon will point towards an enemy target, if that target is under the aiming reticule.

    CanShatterMeshes

    true

    If disabled, this projectile will not shatter meshes that are set to "Shatter" in 3DS Max.

    IsTracking

    false

    Does this ammo track (it will attempt to fly to the point under the reticule or the target under the reticule)?

    TrackingIgnoreTarget

    false

    If set, the ammo won't track targets, it will only attempt to fly to the point under the reticule at fire time.

    TrackingLockTime

    0.000

    How long does it take the weapon to lock? This is most useful with an appropriate texture set for a locking indicator in hud.ini.

    UntrackTime

    0.000

    How long does a weapon stay locked, once locked? This is useful for fast movers that can't maintain a lock on for very long, and yet need to be locked on to a target.

    RecoilStrength

    0.000

    How much recoil strength does this ammo type impart to the gun. See the recoil page for more details.

    CanLockOnto...

    All ticked

    These tickboxes determine the type of vehicles that this ammo type can lock onto. This is based on the Type field in a vehicle object. There are 9 types:

    • Car
    • Tank
    • Bike
    • Aircraft_VTOL
    • Turret
    • Boat
    • Sub
    • Hover
    • Aircraft_CTOL

    These are all fairly arbitrary, and need to be set up correctly in the vehicles to make sense. This is useful for something like a stinger missile, where it should only lock onto aircraft. (Combined with the CannotFireWithoutLock flag in the weapon, this can feel really nice.)

     


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