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Unit traits: attack related

Petrenko edited this page Jul 19, 2011 · 11 revisions

This site is all about different kind of attack-traits.

##Basic-Information##

	Attack"":				# States the kind of attack (Look below for examples)
		PrimaryWeapon: ""		# Primary weapon
		ReloadTime: 120			# Reloadtime of Burst or Weapon
		CanAttackGround: no		# You can't attack bare ground

##Coordinates and Offsets:##

  • PrimaryOffset specifies the firing offsets relative to the center of the unit.
  • PrimaryLocalOffset specifies individual firing offsets relative to the PrimaryOffset.
  • On turreted units, it specifies where the turret is positioned relative to the center of the unit.
  • On non-turreted units, it's the origin for weapon firing.
  • The first two numbers are relative to the front/side of the unit, the second two are absolute screen-space offsets for x/y.

##In the following code-fields are different AttackTraits documentated.##

###AttackLeap###

	AttackLeap:				# This is the leapattack (Dog uses this)
		PrimaryWeapon: DogJaw		# Primary weapon
		CanAttackGround: no		# You can't attack bare ground

###AttackFrontal###

	AttackFrontal:				# Unit got to face the target
		PrimaryWeapon: M1Carbine	# Primary weapon

###AttackMedic###

	AttackMedic:				# Unit attacks friendly targets if they are damaged
		PrimaryWeapon: Heal		# Primary weapon

###AttackTesla###

	AttackTesla:				# This attack was
		PrimaryWeapon: TeslaZap		# Primary weapon
		ReloadTime: 120			# This was made to simulate a break between bursts
		PrimaryOffset: 0,0,0,-10	# Offset coordinates

###AttackTurreted###

Requieres: The Turreted-Trait

	Turreted:
		ROT: ""
	AttackTurreted:				# This is for units/structures which got or simulate a turret. 
		PrimaryWeapon: ""		# Primary weapon
		SecondaryWeapon: ""		# Secondary weapon
		PrimaryLocalOffset: ""		# Offset coordinates
		SecondaryLocalOffset: ""	# Offset coordinates
		Recoil: ""			# Makes the turret move back when fired.

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