Difference between revisions of "GWUT:WEAPONS section"

From EECH Central
Jump to: navigation, search
Line 43: Line 43:
 
* '''6''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE)
 
* '''6''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE)
 
* '''7''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_ANTI_AIRCRAFT)
 
* '''7''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_ANTI_AIRCRAFT)
* '''8''' (WEAPON_WARHEAD_TYPE_CONVENTIONAL_MUNITIONS, '''next weapon to it - it's submunition''')
+
* '''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)
  
 
[[category:installation and setup]]
 
[[category:installation and setup]]

Revision as of 20:08, 2 May 2014

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)