Difference between revisions of "GWUT:WEAPONS section"

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(aiming_type)
Line 19: Line 19:
 
* '''0''' (WEAPON_AIMING_TYPE_NONE, decoy and derbis only)
 
* '''0''' (WEAPON_AIMING_TYPE_NONE, decoy and derbis only)
 
* '''1''' (WEAPON_AIMING_TYPE_CALC_INTERCEPT_POINT, guided weapons)
 
* '''1''' (WEAPON_AIMING_TYPE_CALC_INTERCEPT_POINT, guided weapons)
* '''2''' (WEAPON_AIMING_TYPE_CALC_ANGLE_OF_PROJECTION, artillery, same as "3" at this moment)
+
* '''2''' (WEAPON_AIMING_TYPE_CALC_ANGLE_OF_PROJECTION, artillery, same as "3" at this moment just not affected by wind )
 
* '''3''' (WEAPON_AIMING_TYPE_CALC_LEAD_AND_BALLISTIC, non-guided weapons)
 
* '''3''' (WEAPON_AIMING_TYPE_CALC_LEAD_AND_BALLISTIC, non-guided weapons)
  

Revision as of 21:06, 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 just not affected by wind )
  • 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)

report_ammo_low_count

At what ammo level warning message will be played, pcs.

gun_shake

Not used.

damage_capability

  • Amount of damage caused by solid shot in case of armor penetration at zero range
  • Amount of damage caused by explosion in case of armor penetration, squared explosion radius in meters

armor_penetration_capability

  • Max armor level that can be penetrate at zero range and zero angle
  • Max armor level that can be penetrate in case of direct hit