ship_ammo

dropship weapon ammunition
Vars | |
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 |
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_impact | Gets 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