Ahh thanks. So that has the targeting time which is cool.
I don't understand how the damage works as
Increasing the firing time causes the laser to go off multiple times
Increasing the burstsize from 0.25 to 0.5 changed the damage from 4000 to 6000.
Changing the burst delay didn't do anything.
Changing chargedown had some weird effects. Changing it from 0.75 to 0 caused it to fire twice but for a shorter time and only did 3000 damage. Changing it to 0.25 and it just fired once for less time and then changing it to 5 increased the damage to 6000.
So I'm really confused there.
Changing the flight time variable works but the proj speed variable didn't change the speed of the missile which is something I wanted to do.
Weapon_Data.csvFor the "missile" weapon:
- the damage/shot value represents the damage the missile will do if it hits something in-flight, not the beam damage. (beam damage is handled by a mix of the payload weapon and the DEM script)
- proj speed is the maximum speed the missile can accelerate to (see the "engineSpec" in the .proj file for acceleration/turning stats)
- launch speed is the initial speed the missile is fired from the launcher at.
For the "Payload" weapon:
It's a beam weapon, so:
- burst size is time in seconds the beam fires at full power
- chargeup/chargedown, are times before/after the full power portion that the beam will fire, but dealing ~1/3 damage during this time
- burst delay is time between bursts.
For
data\weapons\proj\dragon.proj- "firingTime" is how long the assigned weapon will fire for
In summary (for the dragons base stats):
Once triggered, the weapon, (which in this case is the beam weapon "dragon_payload") has a 1 second "firingTime"
- It starts with "burst size - 0.25" so 0.25 seconds of 8000 damage/second, giving
2000 damage- Then you have "chargedown - 0.75" so 0.75 seconds of 2666.666 damage/second
(1/3 of 8000 damage/second), giving another
2000 damagewe have now reached the full firingTime (0.25+0.75=1) so the weapon stops firing and the DEM is despawned.
And with the values combined this totals in at the expected
4000 damage