Editing EDF weapon reference
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Latest revision | Your text | ||
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flashstate2 <frame> | flashstate2 <frame> | ||
holdstate2 <frame> | holdstate2 <frame> | ||
ammouse <number> | ammouse <number> | ||
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:Default = (nothing) | :Default = (nothing) | ||
:Sets the weapon info from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type. | :Sets the weapon info from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type. | ||
*'''ammotype''' | *'''ammotype''' | ||
:The [[EDF item effects and inventory|artifact]] of the inventory type to consume when firing. Omit this if weapon consumes no ammo. | :The [[EDF item effects and inventory|artifact]] of the inventory type to consume when firing. Omit this if weapon consumes no ammo. | ||
*'''ammotype2 | *'''ammotype2 | ||
:The ammo type for the optional alternative fire. | :The ammo type for the optional alternative fire. | ||
====States==== | ====States==== | ||
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*'''upstate''' | *'''upstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon starts in when it is raised. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''upstate''' at S_NULL | :Sets the frame which a weapon starts in when it is raised.If the object is supposed to have any dynamic purpose or be visible, do not leave the '''upstate''' at S_NULL. | ||
*'''downstate''' | *'''downstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon starts in when it is being lowered. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''downstate''' at S_NULL | :Sets the frame which a weapon starts in when it is being lowered. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''downstate''' at S_NULL. | ||
*'''readystate''' | *'''readystate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon starts in when it is ready to be fired. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''readystate''' at S_NULL | :Sets the frame which a weapon starts in when it is ready to be fired. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''readystate''' at S_NULL. | ||
*'''attackstate''' | *'''attackstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon goes to if the user tries to perform a primary attack. Though not necessary, it is suggested for weapons to have an attackstate for primary firing purposes | :Sets the frame which a weapon goes to if the user tries to perform a primary attack. Though not necessary, it is suggested for weapons to have an attackstate for primary firing purposes. | ||
*'''flashstate''' | *'''flashstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame which a weapon jumps to if a [[List of codepointers|codepointer]] causes a weapon to flash | :Sets the frame which a weapon jumps to if a [[List of codepointers|codepointer]] causes a weapon to flash. | ||
*'''holdstate''' | *'''holdstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
:Sets the frame jumped to by [[ReFire|A_ReFire]] if the player is still holding the primary attack button | :Sets the frame jumped to by [[ReFire|A_ReFire]] if the player is still holding the primary attack button. | ||
*'''attackstate2''', '''flashstate2''', '''holdstate2''' | *'''attackstate2''', '''flashstate2''', '''holdstate2''' | ||
:Default = S_NULL | :Default = S_NULL | ||
: The equivalent of '''attackstate''', '''flashstate''', and '''holdstate''', but for alternate fire | : The equivalent of '''attackstate''', '''flashstate''', and '''holdstate''', but for alternate fire. | ||
====Selection Order and Weapon Slots==== | ====Selection Order and Weapon Slots==== | ||
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=====List of flags===== | =====List of flags===== | ||
* | *NOTHRUST | ||
* | *NOHITGHOSTS | ||
* | *NOTSHAREWARE | ||
* | *DISABLEAPS | ||
* | *SILENCEABLE | ||
* | *SILENT | ||
* | *NOAUTOFIRE | ||
* | *FLEEMELEE | ||
* | *ALWAYSRECOIL | ||
* | *HAPTICRECOIL | ||
* | *READYSNDHALF | ||
* | *AUTOSWITCHFROM | ||
* | *POWEREDUP | ||
* | *FORCETOREADY | ||
* | *PHOENIXRESET | ||
====Damage Properties==== | ====Damage Properties==== |