CannonClass

Classlabel: "cannon"

Class Tree: Entity->Weapon->Cannon

Description:
Cannon fires an Ordnance Class object forward.

ODF Properties:
  • [CannonClass]

    shotDelay = 0.2f
    Time in seconds before it can be fired again.

    InitialShotDelay = 0.0f
    Minimum time trigger must be held down before it will activate.

    salvoCount = 1
    This is how many shots fire each time the Weapon is fired.

    salvoDelay = 0.0f
    If SalvoCount is > 0, this is the time in seconds between Salvo shots.

    shotVariance = 0.0f
    The amount of randomized cone angle variance applied to the ordnance's trajectory.

    shotPitch = 0.0f
    The initial Pitch that the Ordnance is launched at. 0 is straight forward, 1.5707 is straight Up, etc.

    forceId = ""
    Character ID of the Force Feedback effect? Depreciated Jaystick Force Feedback stuff.

    shotAlternate = false
    If this is true, and there are multiple, Grouped Weapon Hard points with this weapon, it alternates the firing between each Hard point. ShotDelay is divided evenly between the amount of Hard Points.

    shotLead = true
    If this is false, the AI won't try to aim ahead if the Target is moving.

    setMissileTarget = false
    If this is true, and the ordName is a Missile Class, it passes the owner's Target object as the Missile's Target.

    OnlyOneSound = false
    If this is true, only one instance of fireSound can be playing at a time, if one is still playing from the previous shot fired, it squelches it with another.

    SoundPerShot = 1
    This is a setting for which Sound mode it uses for fireSound. Valid values are: 0 = Looping, 1 = One instance per shot, 2 = Only one instance at a time. 2 is effectively the same as OnlyOneSound.
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