GWUT:WEAPONS section
From EECH Central
guidance_type
Determines what guidance type has this weapon.
Valid values:
- 0 (WEAPON_GUIDANCE_TYPE_NONE)
- 1 (WEAPON_GUIDANCE_TYPE_PASSIVE_INFRA_RED, fire and forget)
- 2 (WEAPON_GUIDANCE_TYPE_SEMI_ACTIVE_RADAR, illumination source)
- 3 (WEAPON_GUIDANCE_TYPE_ACTIVE_RADAR, fire and forget)
- 4 (WEAPON_GUIDANCE_TYPE_SEMI_ACTIVE_LASER, illumination source)
- 5 (WEAPON_GUIDANCE_TYPE_SEMI_ACTIVE_LASER_BEAM_RIDING, illumination source)
- 6 (WEAPON_GUIDANCE_TYPE_ACTIVE_LASER, fire and forget)
- 7 (WEAPON_GUIDANCE_TYPE_RADIO_COMMAND, control source)
- 8 (WEAPON_GUIDANCE_TYPE_WIRE_GUIDED, control source)
aiming_type
Determines what aiming type used for this weapon.
Valid values:
- 0 (WEAPON_AIMING_TYPE_NONE, decoy and derbis only)
- 1 (WEAPON_AIMING_TYPE_CALC_INTERCEPT_POINT, guided weapons)
- 2 (WEAPON_AIMING_TYPE_CALC_ANGLE_OF_PROJECTION, artillery, same as "3" at this moment)
- 3 (WEAPON_AIMING_TYPE_CALC_LEAD_AND_BALLISTIC, non-guided weapons)
decoy_type
Determines what type of decoy it is.
Valid values:
- 0 (WEAPON_DECOY_TYPE_NONE)
- 1 (WEAPON_DECOY_TYPE_CHAFF)
- 2 (WEAPON_DECOY_TYPE_FLARE)
- 3 (WEAPON_DECOY_TYPE_SMOKE_GRENADE)
warhead_type
Determines what warhead type has this weapon. Damage calculations, explosion effects and fuse properties depends on it.
Valid values:
- 0 (WEAPON_WARHEAD_TYPE_NONE, for decoy and cargo only)
- 1 (WEAPON_WARHEAD_TYPE_SMOKE_GRENADE)
- 2 (WEAPON_WARHEAD_TYPE_ILLUMINATION_FLARE, reserved)
- 3 (WEAPON_WARHEAD_TYPE_SOLID_SHOT)
- 4 (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_ANTI_TANK)
- 5 (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_DUAL_PURPOSE)
- 6 (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE)
- 7 (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_ANTI_AIRCRAFT)
- 8 (WEAPON_WARHEAD_TYPE_CONVENTIONAL_MUNITIONS, next weapon to it - it's sub-munition)
threat_type
Weapon threat type. For countermeasures functions.
Valid values:
- 0 (THREAT_TYPE_INVALID)
- 1 (THREAT_TYPE_RF_MISSILE)
- 2 (THREAT_TYPE_IR_MISSILE)
- 3 (THREAT_TYPE_LASER_MISSILE)