Weapons

This documentation is aimed at modders and has been automatically generated for version playtest-20230808 of OpenRA. Please do not edit it directly, but instead add new [Desc("String")] tags to the source code.

Listed below are a template for weapon definitions and the types it can use (warheads and projectiles) with default values and developer commentary. Related types with their possible values are listed at the bottom.

OpenRA.GameRules

Weapon

Property Default Value Type Description
Range 0c0 1D World Distance The maximum range the weapon can fire.
FirstBurstTargetOffset 0,0,0 3D World Vector First burst is aimed at this offset relative to target position.
FollowingBurstTargetOffset 0,0,0 3D World Vector Each burst after the first lands by this offset away from the previous burst.
Report Collection of String The sound played each time the weapon is fired.
StartBurstReport Collection of String Sound played only on first burst in a salvo.
AfterFireSound Collection of String The sound played when the weapon is reloaded.
AfterFireSoundDelay 0 Integer Delay in ticks to play reloading sound.
ReloadDelay 1 Integer Delay in ticks between reloading ammo magazines.
Burst 1 Integer Number of shots in a single ammo magazine.
CanTargetSelf False Boolean Can this weapon target the attacker itself?
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
AirThreshold 0c128 1D World Distance If weapon is not directly targeting an actor and targeted position is above this altitude, the weapon will ignore terrain target types and only check TargetTypeAir for validity.
BurstDelays 5 Collection of Integer Delay in ticks between firing shots from the same ammo magazine. If one entry, it will be used for all bursts. If multiple entries, their number needs to match Burst - 1.
MinRange 0c0 1D World Distance The minimum range the weapon can fire.
TargetActorCenter False Boolean Does this weapon aim at the target's center regardless of other targetable offsets?
Projectile Projectile
Warheads Collection of Warhead

OpenRA.Mods.Cnc.Projectiles

TeslaZap

Instant-hit projectile used to create electricity-like effects.

Property Default Value Type Description
Image litning String
BrightSequence bright String Sprite sequence to play at the center.
DimSequence dim String Sprite sequence to play at the borders.
Palette effect String The palette used to draw this electric zap.
BrightZaps 1 Integer How many sprite sequences to play at the center.
DimZaps 2 Integer How many sprite sequences to play at the borders.
Duration 2 Integer How long (in ticks) to play the sprite sequences.
DamageDuration 1 Integer How long (in ticks) until applying damage. Can't be longer than Duration
TrackTarget True Boolean Follow the targeted actor when it moves.

OpenRA.Mods.Common.Projectiles

AreaBeam

Beam projectile that travels in a straight line.

Property Default Value Type Description
Speed 0c128 Collection of 1D World Distance Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.
Duration 10 Integer The maximum duration (in ticks) of each beam burst.
DamageInterval 3 Integer The number of ticks between the beam causing warhead impacts in its area of effect.
Width 0c512 1D World Distance The width of the beam.
Shape Cylindrical BeamRenderableShape The shape of the beam. Accepts values Cylindrical or Flat.
BeyondTargetRange 0c0 1D World Distance How far beyond the target the projectile keeps on travelling.
MinDistance 0c0 1D World Distance The minimum distance the beam travels.
Falloff 100, 100 Collection of Integer Damage modifier applied at each range step.
Range 0c0, 2097151c1023 Collection of 1D World Distance Ranges at which each Falloff step is defined.
Inaccuracy 0c0 1D World Distance The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.
InaccuracyType Maximum InaccuracyType Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.
Blockable False Boolean Can this projectile be blocked when hitting actors with an IBlocksProjectiles trait.
TrackTarget False Boolean Does the beam follow the target.
RenderBeam True Boolean Should the beam be visually rendered? False = Beam is invisible.
ZOffset 0 Integer Equivalent to sequence ZOffset. Controls Z sorting.
Color FF0000 Color (RRGGBB[AA] notation) Color of the beam.
UsePlayerColor False Boolean Beam color is the player's color.

Bullet

Projectile that travels in a straight line or arc.

Property Default Value Type Description
Speed 0c17 Collection of 1D World Distance Projectile speed in WDist / tick, two values indicate variable velocity.
Inaccuracy 0c0 1D World Distance The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.
InaccuracyType Maximum InaccuracyType Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.
Image String Image to display.
Sequences idle Collection of String Loop a randomly chosen sequence of Image from this list while this projectile is moving.
Palette effect String The palette used to draw this projectile.
IsPlayerPalette False Boolean Palette is a player palette BaseName
Shadow False Boolean Does this projectile have a shadow?
ShadowColor 0000008C Color (RRGGBB[AA] notation) Color to draw shadow if Shadow is true.
TrailImage String Trail animation.
TrailSequences idle Collection of String Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.
TrailInterval 2 Integer Interval in ticks between each spawned Trail animation.
TrailDelay 1 Integer Delay in ticks until trail animation is spawned.
TrailPalette effect String Palette used to render the trail sequence.
TrailUsePlayerPalette False Boolean Use the Player Palette to render the trail sequence.
Blockable True Boolean Is this blocked by actors with BlocksProjectiles trait.
Width 0c1 1D World Distance Width of projectile (used for finding blocking actors).
LaunchAngle 0 Collection of 1D World Angle Arc in WAngles, two values indicate variable arc.
BounceCount 0 Integer Up to how many times does this bullet bounce when touching ground without hitting a target. 0 implies exploding on contact with the originally targeted position.
BounceRangeModifier 60 Integer Modify distance of each bounce by this percentage of previous distance.
BounceSound String Sound to play when the projectile hits the ground, but not the target.
InvalidBounceTerrain Set of String Terrain where the projectile explodes instead of bouncing.
ValidBounceBlockerRelationships Enemy, Neutral PlayerRelationship Trigger the explosion if the projectile touches an actor thats owner has these player relationships.
AirburstAltitude 0c0 1D World Distance Altitude above terrain below which to explode. Zero effectively deactivates airburst.
ContrailLength 0 Integer When set, display a line behind the actor. Length is measured in ticks after appearing.
ContrailDelay 1 Integer Time (in ticks) after which the line should appear. Controls the distance to the actor.
ContrailZOffset 2047 Integer Equivalent to sequence ZOffset. Controls Z sorting.
ContrailStartWidth 0c64 1D World Distance Thickness of the emitted line at the start of the contrail.
ContrailEndWidth 1D World Distance (optional) Thickness of the emitted line at the end of the contrail. Will default to ContrailStartWidth if left undefined
ContrailStartColor FFFFFF Color (RRGGBB[AA] notation) RGB color at the contrail start.
ContrailStartColorUsePlayerColor False Boolean Use player remap color instead of a custom color at the contrail the start.
ContrailStartColorAlpha 255 Integer The alpha value [from 0 to 255] of color at the contrail the start.
ContrailEndColor Color (RRGGBB[AA] notation) (optional) RGB color at the contrail end. Will default to ContrailStartColor if left undefined
ContrailEndColorUsePlayerColor False Boolean Use player remap color instead of a custom color at the contrail end.
ContrailEndColorAlpha 0 Integer The alpha value [from 0 to 255] of color at the contrail end.

GravityBomb

Projectile with customisable acceleration vector.

Property Default Value Type Description
Image String
Sequences idle Collection of String Loop a randomly chosen sequence of Image from this list while falling.
OpenSequence String Sequence to play when launched. Skipped if null or empty.
Palette effect String The palette used to draw this projectile.
IsPlayerPalette False Boolean Palette is a player palette BaseName
Shadow False Boolean Does this projectile have a shadow?
ShadowColor 0000008C Color (RRGGBB[AA] notation) Color to draw shadow if Shadow is true.
Velocity 0,0,0 3D World Vector Projectile movement vector per tick (forward, right, up), use negative values for opposite directions.
Acceleration 0,0,-15 3D World Vector Value added to Velocity every tick.

InstantHit

Instant, invisible, usually direct-on-target projectile.

Property Default Value Type Description
Inaccuracy 0c0 1D World Distance The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.
InaccuracyType Maximum InaccuracyType Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.
Blockable False Boolean Projectile can be blocked.
Width 0c1 1D World Distance The width of the projectile.
BlockerScanRadius -0c1 1D World Distance Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale to the blocker with the largest health shape. Only set custom values if you know what you're doing.

LaserZap

Not a sprite, but an engine effect.

Property Default Value Type Description
Width 0c86 1D World Distance The width of the zap.
Shape Cylindrical BeamRenderableShape The shape of the beam. Accepts values Cylindrical or Flat.
ZOffset 0 Integer Equivalent to sequence ZOffset. Controls Z sorting.
Duration 10 Integer The maximum duration (in ticks) of the beam's existence.
DamageDuration 1 Integer Total time-frame in ticks that the beam deals damage every DamageInterval.
DamageInterval 1 Integer The number of ticks between the beam causing warhead impacts in its area of effect.
UsePlayerColor False Boolean
Color FF0000 Color (RRGGBB[AA] notation) Color of the beam.
TrackTarget True Boolean Beam follows the target.
Inaccuracy 0c0 1D World Distance The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.
InaccuracyType Maximum InaccuracyType Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.
Blockable False Boolean Beam can be blocked.
SecondaryBeam False Boolean Draw a second beam (for 'glow' effect).
SecondaryBeamWidth 0c86 1D World Distance The width of the zap.
SecondaryBeamShape Cylindrical BeamRenderableShape The shape of the beam. Accepts values Cylindrical or Flat.
SecondaryBeamZOffset 0 Integer Equivalent to sequence ZOffset. Controls Z sorting.
SecondaryBeamUsePlayerColor False Boolean
SecondaryBeamColor FF0000 Color (RRGGBB[AA] notation) Color of the secondary beam.
HitAnim String Impact animation.
HitAnimSequence idle String Sequence of impact animation to use.
HitAnimPalette effect String
LaunchEffectImage String Image containing launch effect sequence.
LaunchEffectSequence String Launch effect sequence to play.
LaunchEffectPalette effect String Palette to use for launch effect.

Missile

Projectile with smart tracking.

Property Default Value Type Description
Image String Name of the image containing the projectile sequence.
Sequences idle Collection of String Loop a randomly chosen sequence of Image from this list while this projectile is moving.
Palette effect String Palette used to render the projectile sequence.
IsPlayerPalette False Boolean Palette is a player palette BaseName
Shadow False Boolean Does this projectile have a shadow?
ShadowColor 0000008C Color (RRGGBB[AA] notation) Color to draw shadow if Shadow is true.
MinimumLaunchAngle 960 1D World Angle Minimum vertical launch angle (pitch).
MaximumLaunchAngle 128 1D World Angle Maximum vertical launch angle (pitch).
MinimumLaunchSpeed -0c1 1D World Distance Minimum launch speed in WDist / tick. Defaults to Speed if -1.
MaximumLaunchSpeed -0c1 1D World Distance Maximum launch speed in WDist / tick. Defaults to Speed if -1.
Speed 0c384 1D World Distance Maximum projectile speed in WDist / tick
Acceleration 0c5 1D World Distance Projectile acceleration when propulsion activated.
Arm 0 Integer How many ticks before this missile is armed and can explode.
Blockable True Boolean Is the missile blocked by actors with BlocksProjectiles: trait.
TerrainHeightAware False Boolean Is the missile aware of terrain height levels. Only needed for mods with real, non-visual height levels.
Width 0c1 1D World Distance Width of projectile (used for finding blocking actors).
Inaccuracy 0c0 1D World Distance The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.
InaccuracyType Absolute InaccuracyType Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.
LockOnInaccuracy -0c1 1D World Distance Inaccuracy override when successfully locked onto target. Defaults to Inaccuracy if negative.
LockOnProbability 100 Integer Probability of locking onto and following target.
HorizontalRateOfTurn 20 1D World Angle Horizontal rate of turn.
VerticalRateOfTurn 24 1D World Angle Vertical rate of turn.
Gravity 10 Integer Gravity applied while in free fall.
RangeLimit 0c0 1D World Distance Run out of fuel after covering this distance. Zero for defaulting to weapon range. Negative for unlimited fuel.
ExplodeWhenEmpty True Boolean Explode when running out of fuel.
AirburstAltitude 0c0 1D World Distance Altitude above terrain below which to explode. Zero effectively deactivates airburst.
CruiseAltitude 0c512 1D World Distance Cruise altitude. Zero means no cruise altitude used.
HomingActivationDelay 0 Integer Activate homing mechanism after this many ticks.
TrailImage String Image that contains the trail animation.
TrailSequences idle Collection of String Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.
TrailPalette effect String Palette used to render the trail sequence.
TrailUsePlayerPalette False Boolean Use the Player Palette to render the trail sequence.
TrailInterval 2 Integer Interval in ticks between spawning trail animation.
TrailWhenDeactivated False Boolean Should trail animation be spawned when the propulsion is not activated.
ContrailLength 0 Integer When set, display a line behind the actor. Length is measured in ticks after appearing.
ContrailDelay 1 Integer Time (in ticks) after which the line should appear. Controls the distance to the actor.
ContrailZOffset 2047 Integer Equivalent to sequence ZOffset. Controls Z sorting.
ContrailStartWidth 0c64 1D World Distance Thickness of the emitted line at the start of the contrail.
ContrailEndWidth 1D World Distance (optional) Thickness of the emitted line at the end of the contrail. Will default to ContrailStartWidth if left undefined
ContrailStartColor FFFFFF Color (RRGGBB[AA] notation) RGB color at the contrail start.
ContrailStartColorUsePlayerColor False Boolean Use player remap color instead of a custom color at the contrail the start.
ContrailStartColorAlpha 255 Integer The alpha value [from 0 to 255] of color at the contrail the start.
ContrailEndColor Color (RRGGBB[AA] notation) (optional) RGB color at the contrail end. Will default to ContrailStartColor if left undefined
ContrailEndColorUsePlayerColor False Boolean Use player remap color instead of a custom color at the contrail end.
ContrailEndColorAlpha 0 Integer The alpha value [from 0 to 255] of color at the contrail end.
Jammable True Boolean Should missile targeting be thrown off by nearby actors with JamsMissiles.
JammedDiversionRange 20 Integer Range of facings by which jammed missiles can stray from current path.
BoundToTerrainType String Explodes when leaving the following terrain type, e.g., Water for torpedoes.
AllowSnapping False Boolean Allow the missile to snap to the target, meaning jumping to the target immediately when the missile enters the radius of the current speed around the target.
CloseEnough 0c298 1D World Distance Explodes when inside this proximity radius to target. Note: If this value is lower than the missile speed, this check might not trigger fast enough, causing the missile to fly past the target.

Railgun

Laser effect with helix coiling around.

Property Default Value Type Description
DamageActorsInLine False Boolean Damage all units hit by the beam instead of just the target?
Inaccuracy 0c0 1D World Distance The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.
InaccuracyType Maximum InaccuracyType Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.
Blockable False Boolean Can this projectile be blocked when hitting actors with an IBlocksProjectiles trait.
Duration 15 Integer Duration of the beam and helix
ZOffset 0 Integer Equivalent to sequence ZOffset. Controls Z sorting.
BeamWidth 0c86 1D World Distance The width of the main trajectory. ("beam").
BeamShape Cylindrical BeamRenderableShape The shape of the beam. Accepts values Cylindrical or Flat.
BeamColor FFFFFF80 Color (RRGGBB[AA] notation) Beam color in (A),R,G,B.
BeamPlayerColor False Boolean When true, this will override BeamColor parameter and draw the laser with player color. (Still uses BeamColor's alpha information)
BeamAlphaDeltaPerTick -8 Integer Beam alpha gets + this value per tick during drawing; hence negative value makes it fade over time.
HelixThickness 0c32 1D World Distance Thickness of the helix
HelixRadius 0c64 1D World Distance The radius of the spiral effect. (WDist)
HelixPitch 0c512 1D World Distance Height of one complete helix turn, measured parallel to the axis of the helix (WDist)
HelixRadiusDeltaPerTick 8 Integer Helix radius gets + this value per tick during drawing
HelixAlphaDeltaPerTick -8 Integer Helix alpha gets + this value per tick during drawing; hence negative value makes it fade over time.
HelixAngleDeltaPerTick 16 1D World Angle Helix spins by this much over time each tick.
QuantizationCount 16 Integer Draw each cycle of helix with this many quantization steps
HelixColor FFFFFF80 Color (RRGGBB[AA] notation) Helix color in (A),R,G,B.
HelixPlayerColor False Boolean Draw helix in PlayerColor? Overrides RGB part of the HelixColor. (Still uses HelixColor's alpha information)
HitAnim String Impact animation.
HitAnimSequence idle String Sequence of impact animation to use.
HitAnimPalette effect String

OpenRA.Mods.Common.Warheads

ChangeOwnerWarhead

Interacts with the TemporaryOwnerManager trait.

Property Default Value Type Description
Duration 0 Integer Duration of the owner change (in ticks). Set to 0 to make it permanent.
Range 1c0 1D World Distance
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

CreateEffectWarhead

Spawn a sprite with sound.

Property Default Value Type Description
Explosions Collection of String List of explosion sequences that can be used.
Image explosion String Image containing explosion effect sequence.
ExplosionPalette effect String Palette to use for explosion effect.
UsePlayerPalette False Boolean Remap explosion effect to player color, if art supports it.
ForceDisplayAtGroundLevel False Boolean Display explosion effect at ground level, regardless of explosion altitude.
ImpactSounds Collection of String List of sounds that can be played on impact.
ImpactSoundChance 100 Integer Chance of impact sound to play.
ImpactActors True Boolean Whether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered.
Inaccuracy 0c0 1D World Distance The maximum inaccuracy of the effect spawn position relative to actual impact position.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

CreateResourceWarhead

Creates resources in a circle.

Property Default Value Type Description
Size 0, 0 Collection of Integer Size of the area. The resources are seeded within this area. Provide 2 values for a ring effect (outer/inner).
AddsResourceType (required) String Will this splatter resources and which?
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

DestroyResourceWarhead

Destroys resources in a circle.

Property Default Value Type Description
Size 0, 0 Collection of Integer Size of the area. The resources are removed within this area. Provide 2 values for a ring effect (outer/inner).
ResourceAmount 0 Integer Amount of resources to be removed. If negative or zero, all resources within the area will be removed.
ResourceTypes Set of String Resource types to remove with this warhead. If empty, all resource types will be removed.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

FireClusterWarhead

Fires weapons from the point of impact.

Property Default Value Type Description
Weapon (required) String Has to be defined in weapons.yaml as well.
RandomClusterCount -1 Integer Number of weapons fired at random 'x' cells. Negative values will result in a number equal to 'x' footprint cells fired.
Dimensions 0,0 2D Cell Vector Size of the cluster footprint
Footprint (required) String Cluster footprint. Cells marked as X will be attacked. Cells marked as x will be attacked randomly until RandomClusterCount is reached.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

FlashPaletteEffectWarhead

Used to trigger a FlashPaletteEffect trait on the world actor.

Property Default Value Type Description
FlashType String Corresponds to Type from FlashPaletteEffect on the world actor.
Duration 0 Integer Duration of the flashing, measured in ticks. Set to -1 to default to the Length of the FlashPaletteEffect.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

GrantExternalConditionWarhead

Grant an external condition to hit actors.

Property Default Value Type Description
Condition (required) String The condition to apply. Must be included in the target actor's ExternalConditions list.
Duration 0 Integer Duration of the condition (in ticks). Set to 0 for a permanent condition.
Range 1c0 1D World Distance
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

HealthPercentageDamageWarhead

Apply damage based on the target's health.

Inherits from: TargetDamageWarhead, DamageWarhead.

Property Default Value Type Description
Spread 0c0 1D World Distance Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.
Damage 0 Integer How much (raw) damage to deal.
DamageTypes Collection of DamageType Types of damage that this warhead causes. Leave empty for no damage types.
Versus Dictionary with Key: String, Value: Integer Damage percentage versus each armor type.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

LeaveSmudgeWarhead

Creates a smudge in SmudgeLayer.

Property Default Value Type Description
Size 0, 0 Collection of Integer Size of the area. A smudge will be created in each tile. Provide 2 values for a ring effect (outer/inner).
SmudgeType Set of String Type of smudge to apply to terrain.
Chance 100 Integer Percentage chance the smudge is created.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

ShakeScreenWarhead

Makes the screen shake.

Property Default Value Type Description
Duration 0 Integer Duration of the shaking.
Intensity 0 Integer Shake intensity.
Multiplier 0,0 2D Real Number Shake multipliers by the X and Y axis, comma-separated.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

SpreadDamageWarhead

Apply damage in a specified range.

Inherits from: DamageWarhead.

Property Default Value Type Description
Spread 0c43 1D World Distance Range between falloff steps.
Falloff 100, 37, 14, 5, 0 Collection of Integer Damage percentage at each range step
Range Collection of 1D World Distance Ranges at which each Falloff step is defined. Overrides Spread.
DamageCalculationType HitShape DamageCalculationType Controls the way damage is calculated. Possible values are 'HitShape', 'ClosestTargetablePosition' and 'CenterPosition'.
Damage 0 Integer How much (raw) damage to deal.
DamageTypes Collection of DamageType Types of damage that this warhead causes. Leave empty for no damage types.
Versus Dictionary with Key: String, Value: Integer Damage percentage versus each armor type.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

TargetDamageWarhead

Apply damage to the targeted actor.

Inherits from: DamageWarhead.

Property Default Value Type Description
Spread 0c0 1D World Distance Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.
Damage 0 Integer How much (raw) damage to deal.
DamageTypes Collection of DamageType Types of damage that this warhead causes. Leave empty for no damage types.
Versus Dictionary with Key: String, Value: Integer Damage percentage versus each armor type.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

OpenRA.Mods.D2k.Warheads

DamagesConcreteWarhead

Interacts with the BuildableTerrainLayer trait.

Property Default Value Type Description
Damage 0 Integer How much damage to deal.
ValidTargets Ground, Water Collection of TargetableType What types of targets are affected.
InvalidTargets Collection of TargetableType What types of targets are unaffected. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Can this warhead affect the actor that fired it.
AirThreshold 0c128 1D World Distance If impact is above this altitude, warheads that would affect terrain ignore terrain target types (and either do nothing or perform their own checks).
Delay 0 Integer Delay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColor FF0000 Color (RRGGBB[AA] notation) The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

Related value types (enums):

BeamRenderableShape

Possible values: Cylindrical, Flat

Referenced by: AreaBeam, LaserZap, Railgun

DamageCalculationType

Possible values: HitShape, ClosestTargetablePosition, CenterPosition

Referenced by: SpreadDamageWarhead

InaccuracyType

Possible values: Maximum, PerCellIncrement, Absolute

Referenced by: AreaBeam, Bullet, InstantHit, LaserZap, Missile, Railgun

PlayerRelationship

Possible values: None, Enemy, Neutral, Ally

Referenced by: Bullet, ChangeOwnerWarhead, CreateEffectWarhead, CreateResourceWarhead, DamagesConcreteWarhead, DestroyResourceWarhead, FireClusterWarhead, FlashPaletteEffectWarhead, GrantExternalConditionWarhead, HealthPercentageDamageWarhead, LeaveSmudgeWarhead, ShakeScreenWarhead, SpreadDamageWarhead, TargetDamageWarhead