Weapons

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Revision as of 22:39, 15 December 2008 by Quetzilla (Talk | contribs) (Game Data Tab)

General

  • Script: Define a script to play continuously on the weapon.
  • Object Effect: The Object Effect applied to the target if it is struck with this weapon.
  • Ammunition: Selects ammo object for use with this weapon. See Ammunition Tricks.
  • Clip Rounds: The number of rounds in a clip for this weapon.
  • Skills: Defines the skill that applies to the weapon.
  • Damager Per Second: Estimate of the damage the weapon does with a skill of 0 and a skill of 100.
  • Repair Item List: The form list of objects that can be used to repair this weapon.
  • Equip Type: Categorization of the weapon used in game.

Flags

  • NPCs Use Ammo: Normally NPCs do not use up ammo in their inventory. Checking this box will override that.
  • Ignores Normal Weapon Resistance: No longer used.
  • Automatic: Holding the attack button down will cause continuous firing.
  • Can't Drop: Weapon cannot be disarmed and does not fall off when actor dies. Usually reserved for weapons that are mounted into the actor or armor.
  • Not Used In Normal Combat: Prevents NPCs from using the weapon unless specified in the use weapons package.
  • Quest Item: Never removed from the world, player cannot drop it from his inventory.
  • Playable: Player can see it in another actors inventory. If not marked, the weapon is invisible to the player and cannot be used.
  • Player Only: NPCs will not use this weapon. They will not pick it up either.
  • No Jam After Reload: Prevents the weapon from jamming
  • Minor Crime: Check to make attacking an NPC with this weapon a minor crime (as opposed to assault, a major crime).


Game Data Tab

  • Weight: The weight of the object.
  • Health: The condition of the object; How much damage the weapon can take before being destroyed/useless.
  • Reach: For melee weapons, this is a multiplier used in the reach formula: fCombatDistance * NPCScale * WeaponReach (where fCombatDistance is a gamesetting).
  • Fire rate: Number of shots per second. This is only valid for automatic weapons. Single shot weapons are restricted by their attack animation. Their "rate of fire" can be altered by changing the Attack Multiplier in the Animation group.
  • Spread: Not used.
  • Min Spread: Spread of the projectiles, in degrees.
  • Sight FOV: The angle of view when using Iron Sights. Done by zooming in.
  • Sight Usage:
  • Crit Dmg: How much extra damage the weapon does on a critical hit. This is not a multiplier. It's added damage. Additionally, this damage is added after armor, effectively making it bypass the target's armor.
  • Aim Arc:
  • Crit Effect: The "spell" that is applied to the target on a critical hit. Must have ONLY self-targeted effects. See Critical Tricks.
  • On Death: If checked, critical effect is only applied when the target is killed.
  • Value: Monetary value in bottlecaps.
  • Damage: Damage this weapon does.
  • Ammo Use: How much ammo is used from the clip when this weapon is fired.
  • # Projectiles: Number of projectiles per single ammo object.
  • Drift: Maximum amount that automatics guns move up as they are fired. Not used. Should always be set to zero.
  • Condition Level: Level used to determine the condition for randomly placed weapons. Typically if the player is the same level, the weapon is condition 4.0. The player finds higher condition weapons when his level is above this value, and lower condition weapons when his level is below.
  • Base VATS To-Hit Chance: Before distance, gun skill and screen percentage are applied, the base chance to hit this weapon in VATS. Should vary by the size of the weapon. (This is for when the player is aiming at weapons on enemies).
  • Crit % Mult: Modifier to actor's critical chance derived attribute. Usually set to one. If set to zero, the weapon will not cause critical hits. Automatic weapons use this value divided by the Fire Rate. For example, an Assault Rifle has a Crit % Mult of 1.0, and a Fire Rate of 8. Therefore each bullet has a 0.125 multiplier to the critical percent chance.

On hit

  • Normal formula behavior: The default formula alone is used.
  • Dismember only: If checked, will always sever the limb.
  • Explode only: If checked, the limb will always burst.

Range

  • Min Range: Tells combat AI they don't need to be closer than this value.
  • Max Range: Tells combat AI they don't want to be any further away than this value.
  • Range Is Fixed Tells the combat AI not to use combat style multipliers for this weapon.

Override

  • Action Points Override the standard number of action points a weapon uses.
  • Damage to Weapon Multiplier override the multiplier that determines the amount of damage the weapon will take. (0.0 causes the weapon to take no damage. > 1.0 causes the weapon to take more damage than it delivers)

Embedded Weapon:

Checked if the weapon is a built in part of the creature.

  • Node: Node that the weapon is attached to.
  • Actor Value: The condition value affected when the weapon is targetted.

Art and Sound Tab

  • Inventory image:The image the weapon is identified with in inventory.
  • Message Icon:The icon that appears on aquiring the weapon.
  • Projectile: The projectile object used by the weapon, found in the Miscellaneous list.
  • Impact Data Set: Determines how this weapon effects different material types.
  • Reload Anim: The animation object used for reloading this weapon.
  • Hand Grip: Determines the type of hand grip used for this weapon.
  • Attack Anim: The firing animation used for this weapon.
  • Shell Casing: The name of the file used for the 3D model of the shell casing expended by this weapon.
  • Attack Sound: The sound made by this weapon when it is fired.
  • Attack Sound (First Person): Determines the sound file used in first person attacks with this weapon.
  • Attack Fail (No Ammo/Melee Miss) The sound made by this weapon when it runs out of ammunition or misses.
  • Animation Type: Determines the type of animations the wielder of this weapon will use.
  • Detection Sound Level: Volume of weapon as it is fired.
  • Add Destruction Data: Used to define what the weapon will look like when it's damaged.
  • Pickup Sound: Sound file payed on picking up the weapon
  • Putdown Sound: Sound file played when the weapon is put down.

Model

  • Model: The model used for this weapon when it appears in the world or in use by NPCs.
  • 1st Person Model Object: The model used for this weapon when used by the player.
  • Armor List: Used when a weapon requires skin geometry (i.e. WeapPowerFist).
  • World Model: Used to differentiate between the world model and the model used by npcs.

Animation

  • Multiplier: Speeds up or slows down the weapon's animation speeds.
  • Attack Multiplayer: Speeds up or slows down just the attack animations.
  • Don't Use 1st Person IS Animations: Check to keep the weapon from using iron sights animations in 1st person mode.
  • Don't Use 3rd Person IS Animations: Check to keep the weapon from using iron sights animations in 3rd person mode.
  • Attack Shots/Sec:How many shots
  • Reload Time:How many reload animations can play per sec.
  • Jam Time:How many Jam animations can to play.

Has Scope:

The weapon can zoom in on a target in iron sights mode.

  • Target NIF: The file name of the overlay effect.
  • Effect: The effect shader applied to the target or the view when the scope is used.

Rumble Tab

  • Left motor strength: Sets the rumble strength for the left side of the controller.
  • Right motor strength: Sets the rumble strength for the right side of the controller.
  • Duration: Sets the duration for the controller to rumble.
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