Template:Infobox ranged weapons (U3)/doc

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This template is used to present a consistently-formatted infobox for use in articles regarding Unturned (version 3)'s ranged weapons.

Usage[edit]

{{Infobox ranged weapons (U3)
| name =
| desc =
<!-- // ASSET FILE DATA -->
| file =
| asset id =
<!-- // GENERAL DATA -->
| rarity =
| vehicular turret =
| size x =
| size y =
| size z =
| size2 z =
| action =
| safety =
| semi =
| burst =
| burst rounds =
| auto =
| range =
| firerate =
| durability =
| wear =
<!-- // ATTACHMENT SYSTEM -->
| muzzle id =
| shell id =
| explosion id =
| attachment caliber id =
| hooks =
| default barrel =
| default grip =
| default sight =
| default tactical =
| magazine caliber id =
| magazines =
 {{Magazine | name = | cap = | status = | pellets = }}
| ammo min =
| ammo max =
| should delete empty =
<!-- // DAMAGE -->
| player damage =
| player leg =
| player arm =
| player spine =
| player skull =
| instakill headshots =
| zombie damage =
| zombie leg =
| zombie arm =
| zombie spine =
| zombie skull =
| animal damage =
| animal leg =
| animal spine =
| animal skull =
| barricade damage =
| structure damage =
| vehicle damage =
| resource damage =
| object damage =
| negation =
<!-- // ADVANCED BALLISTICS -->
| ballistic force =
| ballistic step =
| ballistic travel =
| ballistic drop =
| spread aim =
| spread hip =
<!-- // HANDLING -->
| recoil aim =
| recoil min x =
| recoil min y =
| recoil max x =
| recoil max y =
| recovery x =
| recovery y =
| replace =
| unplace =
| reload =
| shake min x =
| shake min y =
| shake min z =
| shake max x =
| shake max y =
| shake max z =
}}

Lead parameters[edit]

The ranged weapon's English.dat file has all the information necessitated for the lead parameter inputs.

name

The ranged weapon's name.

desc

The ranged weapon's description.

// ASSET FILE DATA[edit]

file

The name used for its folder in the game files.

asset id

Its ID number, as used for spawning.

// GENERAL DATA[edit]

rarity

Its rarity, as seen prefixing its context type. If a rarity is not provided, use n/a.

| vehicular turret =
| size x =
| size y =
| size z =
| size2 z =

The above parameters regard how it takes up slots in inventories:

  • vehicular turret can be true or false.
  • size x refers to the amount of slots it takes up in any given horizontal row.
  • size y refers to the amount of slots it takes up in any given vertical column.
  • size z and size2 z are used internally to tweak the camera's position for when generating the item's icon.

Use n/a whenever a size value is not provided.

action

Its type of action mechanism, which decides how the ranged weapon handles being fired:

  • Bolt-action weapons require that the player manipulate the bolt following each shot, which cannot be done while aiming down sights.
  • Break
  • Minigun-action weapons cannot fire unless it is currently revving.
  • Pump-action weapons require that the player manipulate the pump following each shot.
  • Rail
  • Rocket-action weapons are inherently explosive, will negate invulnerability, and fire a unique projectile based on ballistic force rather than ballistic travel, ballistic step, and ballistic drop.
  • String-action weapons necessitate that the weapon's bowstring be pulled back before it can be fired.
  • Trigger
| semi =
| burst =
| burst rounds =
| auto =

Use true or false to indicate the presence of a firing mode. burst rounds should have a numerical value that represents the number of bullets fired when using the "burst" firing mode. If the weapon does not have such a firing mode, it should use n/a instead of a numerical value.

firerate

The weapon's raw fire rate value. Internally, this value goes through the following formula to determine RPS: {{#expr: 50 / ( {{{firerate}}} + 1 ) round 5}}.

| durability =
| wear =

Durability and wear are part of the "quality" game mechanic. durability refers to the weapon's degrade chance per shot fired, and wear refers to the increment in which quality decreases.

If a value is not provided for the weapon's durability or wear, use n/a in place of an actual value. This will result in the template defaulting those values.

  • For durability, this will default to 0.
  • For wear, this will default to 1.

// ATTACHMENT SYSTEM[edit]

| muzzle id =
| shell id =
| explosion id =

The muzzle ID determines the muzzle effect when the weapon is fired. If there is no ID provided, use n/a.

The shell ID determines the shell effect that occurs after firing. If there is no ID provided, use n/a.

The explosion ID determines the explosion effect when the projectile makes contact. If there is no ID provided, use n/a.

Hook attachments[edit]

attachment caliber id

The attachment caliber ID determines acceptable magazine attachments. This value may be the same as the magazine caliber ID value. If there are multiple values, use a comma to separate them.

| default barrel =
| default grip =
| default sight =
| default tactical =

Parameters for defining the hook attachments equipped to the ranged weapon by default.

Magazine attachments[edit]

magazine caliber id

The magazine caliber ID determines acceptable magazine attachments. This value may be the same as the attachment caliber ID value. If there are multiple values, use a comma to separate them.

| magazines =
{{Magazine | name = | cap = | status = | pellets = }}

The magazines parameter uses a special template for structuring its inputs. Each acceptable magazine attachment should have its own separate entry through the aforementioned template, on a new line. Refer to Template:Magazine for full documentation.

| ammo min =
| ammo max =

Parameters for defining the range of rounds that can spawn in a ranged weapon's default magazine(s).

should delete empty

This parameter should be set to n/a when no specialized value is present.

If set to true, the action's default handling of empty magazines is overridden, by always deleting them. If set to false, the default handling is overridden with never deleting empty magazines.

// DAMAGE[edit]

| player damage =
| player leg =
| player arm =
| player spine =
| player skull =
| instakill headshots =
| zombie damage =
| zombie leg =
| zombie arm =
| zombie spine =
| zombie skull =
| animal damage =
| animal leg =
| animal spine =
| animal skull =

Parameters for player, zombie, and animal damage respectively. If one of the body multipliers is not provided, use n/a instead of a numerical value. This will default it to 1.

instakill headshots should be set to n/a or true. If true, the weapon bypasses hat armor on servers with Allow_Instakill_Headshots enabled.

| barricade damage =
| structure damage =
| vehicle damage =
| resource damage =
| object damage =

Parameters for miscellaneous damage values. If a value was not provided for one of the damage types, use n/a.

negation

negation can be set to true or false. If true, the ranged weapon ignores invulnerability.

// ADVANCED BALLISTICS[edit]

| ballistic force =
| ballistic step =
| ballistic travel =
| ballistic drop =

Parameters regarding the ranged weapon's ballistics. If a ballistic value is not provided, assume n/a and let the parameter default.

  • ballistic force is typically only provided for ranged weapons with the "Rocket" action mechanism. When it is provided, all other ballistic data (including formulas for when defaulted) is rendered non-applicable.
  • When ballistic step is not provided, it runs the following formula to calculate the ranged weapon's ballistic step: {{#expr: {{{range|}}} / 10 round 5 }}.
  • ballistic travel is 10 when defaulted.
  • ballistic drop is 0.002 when defaulted.
| spread hip =
| spread aim =

Parameters regarding the ranged weapon's bullet spread. As a game mechanic, spread aim acts as a multiplier on spread hip, which is itself a multiplier on accuracy.

// HANDLING[edit]

| recoil aim =
| recoil min x =
| recoil min y =
| recoil max x =
| recoil max y =
| recovery x =
| recovery y =

Recoil and recoil recovery parameters. recoil aim acts as a multiplier on the four other recoil parameters, and should be assumed as 1 if a value is not provided. If a recovery or recoil value is not provided, assume 0.

The recovery values are multipliers for the degrees to be counter-animated over the next 250 milliseconds as the ranged weapon returns to its intended position.

n/a should be used for any values that are not provided. This assumes recoil aim to 1, and the for the rest to be 0

| replace =
| unplace =
| reload =

Parameters regarding reload animation length. n/a should be used when no multiplier is provided.

  • replace is a multiplier on the reload animation length, but only to determine when the magazine should appear.
  • unplace is a multiplier on the reload animation length, but only to determine when the magazine should disappear.
  • reload is a multiplier on the actual reload animation length.
| shake min x =
| shake min y =
| shake min z =
| shake max x =
| shake max y =
| shake max z =

Shake determines how the ranged weapon physically moves in the player's hands while being fired, and is purely aesthetic. Use n/a when no value is provided.