Weapon (modding)

From Cosmoteer Wiki
< Modding‎ | ComponentsModding/Components/Weapon
Jump to navigation Jump to search
CalloutIconWarning.png
Work in Progress
This page is currently WORK IN PROGRESS. Some things may be missing.

Feel free to contribute and don't worry about perfection - other editors can make corrections if necessary. Just get creating!

Code location (what's this?): Cosmoteer.Ships.Parts.Weapons.Weapon

The base class for all types of weapon components.

Inherits from OperationalChainablePartComponent .

Parameters (Complete list)
Name Type Required? Buffable? Default value Description
FireInterval Time Yes Yes Time between shots of the weapon.

Lower means faster.

FirePermissionToggle ID<PartComponentRules>? - -
TargetingEmitter ID<PartComponentRules>? - -
ResourceCheckEmitters List<ID<PartComponentRules>> - -
ResourceCheckRequiresAllEmitters bool - -
AIFirepowerRating Float - Yes How much the AI tries to focus this part.

Higher means more focus.

AddAIFirepowerRatingsWhenTargetedByPartCategories ID<PartCategory>>? - -
CanBeGivenExplicitTarget bool - - true
AllowShipWideExplicitTargets bool - - true
AllowShipWideExplicitTargetsToggle ID<PartComponentRules>? - -
ShowExplicitTarget bool - - true
ShowTargetButtons bool - - true
AllowDirectControl bool - - true
AllowDirectControlToggle ID<PartComponentRules>? - -
DefaultDirectControlBinding int? - -
CanSalvage bool - - (resource_collector / mining_beam)
IsDefensiveOnly bool - - If true, shoots only at enemy projectiles.
IncludeInFirepowerEstimation bool - - (resource_collector)
EstimateFirepowerToggle ID<PartComponentRules>? - -
AutoFireToggle ID<PartComponentRules>? - -
AlwaysShowCoverage bool - -
IgnoreFriendlyShipLowLOSChecks bool - -
IgnoreFriendlyShipHighLOSChecks bool - -
IgnoreFriendlyStructureLOSChecks bool - -
IgnoreJunkLOSChecks bool - -
AllowEnemyStructureAutoTargeting bool - -
ProhibitTargetPartsFilter EffectFilter? - - See link.
ProhibitShipRelativePointTargets bool - -
SuppressWholeShipTargetOverlaysForPartsFilter EffectFilter? - - See link.
SuppressWholeShipTargetOverlaysWhenTargetingShipRelativePoints bool - -
SuppressShipWideExplicitTargetsWhenTargetingPartsFilter EffectFilter? - - See link.
SuppressShipWideExplicitTargetsWhenTargetingShipRelativePoints bool - -
SuppressDirectControlWhenTargetingPartsFilter EffectFilter? - - See link.
SuppressDirectControlWhenTargetingShipRelativePoints bool - -
SuppressFirepowerEstimationWhenTargetingPartsFilter EffectFilter? - - See link.
SuppressFirepowerEstimationWhenTargetingShipRelativePoints bool - -
SuppressFirepowerEstimationWhenNotTargetingShipRelativePoints bool - -
SaveSelfTargetPartCategories ID<PartCategory>>? - -
SaveShipRelativeTargets bool - -
ToggleOnMode WeaponRules.WeaponToggleOnMode - -
OverrideTargetNineSlice NineSlice? - -
OverrideTargetCircle CircleRenderer? - -
OverrideTargetLine CappedLine? - -
OverrideReticleSprite Sprite? - - Presumably, visual for when some unclear thing is overriden.

Notes

WeaponTargetType

Full list of built-in target types, for use in weapon targeting (maybe hitting as well) :

  • ShipParts,
  • ShipCenters,
  • Bullets,
  • Crew,
  • Salvage,
  • CollectNuggets

See also