Field manualСправочник / MechanicsМеханика

WeaponSystem

src/DustConvoy.Sim/Systems/WeaponSystem.cs

ConstantsКонстанты

NameИмяValueЗначениеNoteЗаметка
HeldGunLength0.45fLength used before a sprite has been measured. The muzzle is the middle of the forward edge.
GunForward1.32fGun mount, ahead of the body, as a fraction of the pawn's radius.
GunRight0.9fGun mount, to the pawn's right, as a fraction of the pawn's radius.
MeleeKind"melee"
SwingSeconds0.28fHow long a swing lasts. A weapon's WeaponDef.Lunge metres (0 = none) are covered in this time.
SwingStrikeStart0.32fThe blade is cocked back until this share of the swing, and the blow lands until SwingStrikeEnd.
SwingStrikeEnd0.72f
SwingHalfArc1.2fHalf-angle of the arc a swing covers in front of the wielder.
SwingTracer4
PunchTracer6An empty-handed punch. Same sweep as a weapon swing, on a shorter radius.
PunchExtra0.65fHow far past the body a punch reaches, metres. A blade's range sits past this.
BeamSoundInterval0.22f
ArcTracer7Blue lightning. A held arc and each jump to the next body use this.
MaxPierceSegments4Most things one shot can go through before it is spent, whatever its pierce.
PierceDamageShare0.5fDamage left after punching through something.
LocationWallCost2Pierce a building wall or shut door costs.
LocationModuleRadius0.6fHit radius of a module installed in a location.
BeamHoldSeconds0.12fHow long a beam stays drawn after the last damage tick. Longer than the fire interval, so a held attack never blinks off.
DigPierce3Pierce at or above this leaves a hole in canyon rock and in a building wall. A body is 1, a location wall is 2.
GunDigRadius0.8fHow wide a hole a single high-pierce hit opens, metres.
OpenRange30fMetres a shot travels when the weapon does not name its own range. Never a camera edge.