Documentation: ConfigGunActionInfo
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Name | Type | Initial Value | Example Range | Description |
---|---|---|---|---|
Members | ||||
action_id | std_string | |||
action_name | std_string | |||
action_description | std_string | |||
action_sprite_filename | std_string | |||
action_unidentified_sprite_filename | std_string | data/ui_gfx/gun_actions/unidentified.png | ||
action_type | int | 0 | ||
action_spawn_level | std_string | comma separated values should match probabilities | ||
action_spawn_probability | std_string | comma separated values should match levels | ||
action_spawn_requires_flag | std_string | if set, requires that this persistent flag is set for spawn probabilities to be something else than 0 | ||
action_spawn_manual_unlock | bool | false | if true, will not automatically call AddFlagPersistent( action_spawn_requires_flag ) when this action is spawned. You must do it yourself! | |
action_max_uses | int | -1 | -1 = infinite otherwise it's the amount specified | |
custom_xml_file | std_string | if set, this will be used instead of 'action.xml' | ||
action_mana_drain | float | 10 | how much mana does this action drain? | |
action_is_dangerous_blast | bool | false | TODO - is this used anywhere? | |
action_draw_many_count | int | 0 | ||
action_ai_never_uses | bool | false | ||
action_never_unlimited | bool | false | ||
state_shuffled | bool | false | ||
state_cards_drawn | int | 0 | ||
state_discarded_action | bool | false | ||
state_destroyed_action | bool | false | ||
fire_rate_wait | int | 0 | ||
speed_multiplier | float | 1 | ||
child_speed_multiplier | float | 1 | ||
dampening | float | 1 | ||
explosion_radius | float | 0 | ||
spread_degrees | float | 0 | [0, 180] | in 360 degrees, randomizes the direction of the bullet -spread_degrees to +spread_degrees |
pattern_degrees | float | 0 | [0, 180] | in 360 degrees, if != 0, distributes the bullets to an even pattern from -pattern_degrees to +pattern_degrees |
screenshake | float | 0 | ||
recoil | float | 0 | ||
damage_melee_add | float | 0 | TODO - is this used anywhere? | |
damage_projectile_add | float | 0 | if change to mul - take into account that default is 0 | |
damage_electricity_add | float | 0 | ||
damage_fire_add | float | 0 | TODO - is this used anywhere? | |
damage_explosion_add | float | 0 | ||
damage_ice_add | float | 0 | ||
damage_slice_add | float | 0 | ||
damage_healing_add | float | 0 | ||
damage_curse_add | float | 0 | ||
damage_drill_add | float | 0 | ||
damage_null_all | float | 0 | if > 0 then will set all damage to 0 and add a NullDamageComponent (that nullss the rest). The value is a percent (0.0-1.0) of what the chance is that everything will be nulled. 1 = always | |
damage_critical_chance | int | 0 | [0, 100] | the chance of a critical hit. ]0-100[ |
damage_critical_multiplier | float | 0 | [0, 10] | multiplier that is applied to all damage types on a critical hit |
explosion_damage_to_materials | float | 0 | ||
knockback_force | float | 0 | how much knockback it does to enemies | |
reload_time | int | 0 | ||
lightning_count | int | 0 | ||
material | std_string | |||
material_amount | int | 0 | ||
trail_material | std_string | |||
trail_material_amount | int | 0 | ||
bounces | int | 0 | ||
gravity | float | 0 | ||
light | float | 0 | ||
blood_count_multiplier | float | 1 | ProjectileComponent has blood_count_multiplier, it tells how much blood is generated when this hits an entity. These are multiplied together... | |
gore_particles | int | 0 | amount of blood particles generated by the explosion | |
ragdoll_fx | int | 0 | ragdoll_fx of the projectile, selects the highest 1 = normal, 2 = gore | |
friendly_fire | bool | false | if 1, will set friendly fire on to the bullet | |
physics_impulse_coeff | float | 0 | projectile applies an impulse to physics bodies it hits. Impulse = physics_impulse_coeff * velocity | |
lifetime_add | int | 0 | ||
sprite | std_string | |||
extra_entities | std_string | comma separated xml files, that are loaded into the projectile entity. Their components get added but nothing else from the xml files is loaded | ||
game_effect_entities | std_string | comma separated xml files, that have the game effects when they hit the entity | ||
sound_loop_tag | std_string | If wand has a AudioLoopComponent with this tag it will start playing when this is shot | ||
projectile_file | std_string |