byond - Modules - TypesVar Details - Proc Details

ship_ammo

dropship weapon ammunition

Vars

ammo_countcurrent ammo count
ammo_namewhat to call the ammo in the ammo transfering message
ammo_typeType of ammo
ammo_used_per_firinghow much ammo to use up per firing sequence
cas_effectType of CAS dot indicator effect to be used
crosshairCrosshair to use when this ammo is loaded
devastating_explosion_rangeRange of the centre of the explosion
equipment_typetype of equipment that accept this type of ammo.
fire_rangeFire radius, for incendiary weapons
firing_voicelinevoiceline to play half a second after the weapon is fired
heavy_explosion_rangeRange of the middle bit of the explosion
light_explosion_rangeRange of the outer radius of the explosion
max_ammo_countmaximum ammo count. does NOT determine starting ammo
point_costhow many points it costs to build this with the fabricator, set to 0 if unbuildable.
prediction_typeCAS impact prediction type to use. Explosive, incendiary, etc
transferable_ammowhether the ammo inside this magazine can be transfered to another magazine.
travelling_timeTime before the ammo impacts
warning_soundsound played mere seconds before impact

Procs

get_explosion_impact"Mini" version of explode() code, returns the tiles that would be hit if an explosion were to happen
get_turfs_to_impactGets the turfs this ammo type would affect. Attackdir can be left alone if the ammo type is not directional

Var Details

ammo_count

current ammo count

ammo_name

what to call the ammo in the ammo transfering message

ammo_type

Type of ammo

ammo_used_per_firing

how much ammo to use up per firing sequence

cas_effect

Type of CAS dot indicator effect to be used

crosshair

Crosshair to use when this ammo is loaded

devastating_explosion_range

Range of the centre of the explosion

equipment_type

type of equipment that accept this type of ammo.

fire_range

Fire radius, for incendiary weapons

firing_voiceline

voiceline to play half a second after the weapon is fired

heavy_explosion_range

Range of the middle bit of the explosion

light_explosion_range

Range of the outer radius of the explosion

max_ammo_count

maximum ammo count. does NOT determine starting ammo

point_cost

how many points it costs to build this with the fabricator, set to 0 if unbuildable.

prediction_type

CAS impact prediction type to use. Explosive, incendiary, etc

transferable_ammo

whether the ammo inside this magazine can be transfered to another magazine.

travelling_time

Time before the ammo impacts

warning_sound

sound played mere seconds before impact

Proc Details

get_explosion_impact

"Mini" version of explode() code, returns the tiles that would be hit if an explosion were to happen

get_turfs_to_impact

Gets the turfs this ammo type would affect. Attackdir can be left alone if the ammo type is not directional