This documentation is aimed at modders. It displays a template for weapon definitions as well as its contained types (warheads and projectiles) with default values and developer commentary. Please do not edit it directly, but add new [Desc("String")] tags to the source code. This file has been automatically generated for version release-20200503 of OpenRA.

OpenRA.Mods.Cnc.Projectiles

TeslaZap

PropertyDefault ValueTypeDescription
ImagelitningString
BrightSequencebrightString
DimSequencedimString
PaletteeffectString
BrightZaps1Integer
DimZaps2Integer
Duration2Integer
DamageDuration1Integer
TrackTargetTrueBoolean

OpenRA.Mods.Common.Projectiles

AreaBeam

PropertyDefault ValueTypeDescription
Speed0c128Collection of 1D World DistanceProjectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.
Duration10IntegerThe maximum duration (in ticks) of each beam burst.
DamageInterval3IntegerThe number of ticks between the beam causing warhead impacts in its area of effect.
Width0c5121D World DistanceThe width of the beam.
ShapeCylindricalBeamRenderableShapeThe shape of the beam. Accepts values Cylindrical or Flat.
BeyondTargetRange0c01D World DistanceHow far beyond the target the projectile keeps on travelling.
Falloff100, 100Collection of IntegerDamage modifier applied at each range step.
Range0c0, 2097151c1023Collection of 1D World DistanceRanges at which each Falloff step is defined.
Inaccuracy0c01D World DistanceMaximum offset at the maximum range.
BlockableFalseBooleanCan this projectile be blocked when hitting actors with an IBlocksProjectiles trait.
TrackTargetFalseBooleanDoes the beam follow the target.
RenderBeamTrueBooleanShould the beam be visually rendered? False = Beam is invisible.
ZOffset0IntegerEquivalent to sequence ZOffset. Controls Z sorting.
ColorFF0000Color (RRGGBB[AA] notation)Color of the beam.
UsePlayerColorFalseBooleanBeam color is the player's color.

Bullet

PropertyDefault ValueTypeDescription
Speed0c17Collection of 1D World DistanceProjectile speed in WDist / tick, two values indicate variable velocity.
Inaccuracy0c01D World DistanceMaximum offset at the maximum range.
ImageStringImage to display.
SequencesidleCollection of StringLoop a randomly chosen sequence of Image from this list while this projectile is moving.
PaletteeffectStringThe palette used to draw this projectile.
IsPlayerPaletteFalseBooleanPalette is a player palette BaseName
ShadowFalseBooleanDoes this projectile have a shadow?
ShadowPaletteshadowStringPalette to use for this projectile's shadow if Shadow is true.
TrailImageStringTrail animation.
TrailSequencesidleCollection of StringLoop a randomly chosen sequence of TrailImage from this list while this projectile is moving.
TrailInterval2IntegerInterval in ticks between each spawned Trail animation.
TrailDelay1IntegerDelay in ticks until trail animation is spawned.
TrailPaletteeffectStringPalette used to render the trail sequence.
TrailUsePlayerPaletteFalseBooleanUse the Player Palette to render the trail sequence.
BlockableTrueBooleanIs this blocked by actors with BlocksProjectiles trait.
Width0c11D World DistanceWidth of projectile (used for finding blocking actors).
LaunchAngle0Collection of 1D World AngleArc in WAngles, two values indicate variable arc.
BounceCount0IntegerUp 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.
BounceRangeModifier60IntegerModify distance of each bounce by this percentage of previous distance.
ValidBounceBlockerStancesEnemy, NeutralStanceIf projectile touches an actor with one of these stances during or after the first bounce, trigger explosion.
AirburstAltitude0c01D World DistanceAltitude above terrain below which to explode. Zero effectively deactivates airburst.
ContrailLength0Integer
ContrailZOffset2047Integer
ContrailColorFFFFFFColor (RRGGBB[AA] notation)
ContrailUsePlayerColorFalseBoolean
ContrailDelay1Integer
ContrailWidth0c641D World Distance

GravityBomb

PropertyDefault ValueTypeDescription
ImageString
SequencesidleCollection of StringLoop a randomly chosen sequence of Image from this list while falling.
OpenSequenceStringSequence to play when launched. Skipped if null or empty.
PaletteeffectStringThe palette used to draw this projectile.
IsPlayerPaletteFalseBooleanPalette is a player palette BaseName
ShadowFalseBoolean
ShadowPaletteshadowString
Velocity0,0,03D World VectorProjectile movement vector per tick (forward, right, up), use negative values for opposite directions.
Acceleration0,0,-153D World VectorValue added to Velocity every tick.

InstantHit

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

PropertyDefault ValueTypeDescription
Inaccuracy0c01D World DistanceMaximum offset at the maximum range.
BlockableFalseBooleanProjectile can be blocked.
Width0c11D World DistanceThe width of the projectile.
BlockerScanRadius-0c11D World DistanceScan 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.

PropertyDefault ValueTypeDescription
Width0c861D World DistanceThe width of the zap.
ShapeCylindricalBeamRenderableShapeThe shape of the beam. Accepts values Cylindrical or Flat.
ZOffset0IntegerEquivalent to sequence ZOffset. Controls Z sorting.
Duration10IntegerThe maximum duration (in ticks) of the beam's existence.
DamageDuration1IntegerTotal time-frame in ticks that the beam deals damage every DamageInterval.
DamageInterval1IntegerThe number of ticks between the beam causing warhead impacts in its area of effect.
UsePlayerColorFalseBoolean
ColorFF0000Color (RRGGBB[AA] notation)Color of the beam.
TrackTargetTrueBooleanBeam follows the target.
Inaccuracy0c01D World DistanceMaximum offset at the maximum range.
BlockableFalseBooleanBeam can be blocked.
SecondaryBeamFalseBooleanDraw a second beam (for 'glow' effect).
SecondaryBeamWidth0c861D World DistanceThe width of the zap.
SecondaryBeamShapeCylindricalBeamRenderableShapeThe shape of the beam. Accepts values Cylindrical or Flat.
SecondaryBeamZOffset0IntegerEquivalent to sequence ZOffset. Controls Z sorting.
SecondaryBeamUsePlayerColorFalseBoolean
SecondaryBeamColorFF0000Color (RRGGBB[AA] notation)Color of the secondary beam.
HitAnimStringImpact animation.
HitAnimSequenceidleStringSequence of impact animation to use.
HitAnimPaletteeffectString
LaunchEffectImageStringImage containing launch effect sequence.
LaunchEffectSequenceStringLaunch effect sequence to play.
LaunchEffectPaletteeffectStringPalette to use for launch effect.

Missile

PropertyDefault ValueTypeDescription
ImageStringName of the image containing the projectile sequence.
SequencesidleCollection of StringLoop a randomly chosen sequence of Image from this list while this projectile is moving.
PaletteeffectStringPalette used to render the projectile sequence.
IsPlayerPaletteFalseBooleanPalette is a player palette BaseName
ShadowFalseBooleanShould the projectile's shadow be rendered?
MinimumLaunchAngle9601D World AngleMinimum vertical launch angle (pitch).
MaximumLaunchAngle1281D World AngleMaximum vertical launch angle (pitch).
MinimumLaunchSpeed-0c11D World DistanceMinimum launch speed in WDist / tick. Defaults to Speed if -1.
MaximumLaunchSpeed-0c11D World DistanceMaximum launch speed in WDist / tick. Defaults to Speed if -1.
Speed0c3841D World DistanceMaximum projectile speed in WDist / tick
Acceleration0c51D World DistanceProjectile acceleration when propulsion activated.
Arm0IntegerHow many ticks before this missile is armed and can explode.
BlockableTrueBooleanIs the missile blocked by actors with BlocksProjectiles: trait.
TerrainHeightAwareFalseBooleanIs the missile aware of terrain height levels. Only needed for mods with real, non-visual height levels.
Width0c11D World DistanceWidth of projectile (used for finding blocking actors).
Inaccuracy0c01D World DistanceMaximum inaccuracy offset at the maximum range
LockOnInaccuracy-0c11D World DistanceInaccuracy override when sucessfully locked onto target. Defaults to Inaccuracy if negative.
LockOnProbability100IntegerProbability of locking onto and following target.
HorizontalRateOfTurn5IntegerHorizontal rate of turn.
VerticalRateOfTurn6IntegerVertical rate of turn.
Gravity10IntegerGravity applied while in free fall.
RangeLimit0c01D World DistanceRun out of fuel after covering this distance. Zero for defaulting to weapon range. Negative for unlimited fuel.
ExplodeWhenEmptyTrueBooleanExplode when running out of fuel.
AirburstAltitude0c01D World DistanceAltitude above terrain below which to explode. Zero effectively deactivates airburst.
CruiseAltitude0c5121D World DistanceCruise altitude. Zero means no cruise altitude used.
HomingActivationDelay0IntegerActivate homing mechanism after this many ticks.
TrailImageStringImage that contains the trail animation.
TrailSequencesidleCollection of StringLoop a randomly chosen sequence of TrailImage from this list while this projectile is moving.
TrailPaletteeffectStringPalette used to render the trail sequence.
TrailUsePlayerPaletteFalseBooleanUse the Player Palette to render the trail sequence.
TrailInterval2IntegerInterval in ticks between spawning trail animation.
TrailWhenDeactivatedFalseBooleanShould trail animation be spawned when the propulsion is not activated.
ContrailLength0Integer
ContrailZOffset2047Integer
ContrailWidth0c641D World Distance
ContrailColorFFFFFFColor (RRGGBB[AA] notation)
ContrailUsePlayerColorFalseBoolean
ContrailDelay1Integer
JammableTrueBooleanShould missile targeting be thrown off by nearby actors with JamsMissiles.
JammedDiversionRange20IntegerRange of facings by which jammed missiles can stray from current path.
BoundToTerrainTypeStringExplodes when leaving the following terrain type, e.g., Water for torpedoes.
AllowSnappingFalseBooleanAllow 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.
CloseEnough0c2981D World DistanceExplodes 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.

PropertyDefault ValueTypeDescription
DamageActorsInLineFalseBooleanDamage all units hit by the beam instead of just the target?
Inaccuracy0c01D World DistanceMaximum offset at the maximum range.
BlockableFalseBooleanCan this projectile be blocked when hitting actors with an IBlocksProjectiles trait.
Duration15IntegerDuration of the beam and helix
ZOffset0IntegerEquivalent to sequence ZOffset. Controls Z sorting.
BeamWidth0c861D World DistanceThe width of the main trajectory. ("beam").
BeamShapeCylindricalBeamRenderableShapeThe shape of the beam. Accepts values Cylindrical or Flat.
BeamColorFFFFFF80Color (RRGGBB[AA] notation)Beam color in (A),R,G,B.
BeamPlayerColorFalseBooleanWhen true, this will override BeamColor parameter and draw the laser with player color. (Still uses BeamColor's alpha information)
BeamAlphaDeltaPerTick-8IntegerBeam alpha gets + this value per tick during drawing; hence negative value makes it fade over time.
HelixThickness0c321D World DistanceThickness of the helix
HelixRadius0c641D World DistanceThe radius of the spiral effect. (WDist)
HelixPitch0c5121D World DistanceHeight of one complete helix turn, measured parallel to the axis of the helix (WDist)
HelixRadiusDeltaPerTick8IntegerHelix radius gets + this value per tick during drawing
HelixAlphaDeltaPerTick-8IntegerHelix alpha gets + this value per tick during drawing; hence negative value makes it fade over time.
HelixAngleDeltaPerTick161D World AngleHelix spins by this much over time each tick.
QuantizationCount16IntegerDraw each cycle of helix with this many quantization steps
HelixColorFFFFFF80Color (RRGGBB[AA] notation)Helix color in (A),R,G,B.
HelixPlayerColorFalseBooleanDraw helix in PlayerColor? Overrides RGB part of the HelixColor. (Still uses HelixColor's alpha information)
HitAnimStringImpact animation.
HitAnimSequenceidleStringSequence of impact animation to use.
HitAnimPaletteeffectString

OpenRA.Mods.Common.Warheads

ChangeOwnerWarhead

Interacts with the TemporaryOwnerManager trait.

PropertyDefault ValueTypeDescription
Duration0IntegerDuration of the owner change (in ticks). Set to 0 to make it permanent.
Range1c01D World Distance
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

CreateEffectWarhead

PropertyDefault ValueTypeDescription
ExplosionsCollection of StringList of explosion sequences that can be used.
ImageexplosionStringImage containing explosion effect sequence.
ExplosionPaletteeffectStringPalette to use for explosion effect.
UsePlayerPaletteFalseBooleanRemap explosion effect to player color, if art supports it.
ForceDisplayAtGroundLevelFalseBooleanDisplay explosion effect at ground level, regardless of explosion altitude.
ImpactSoundsCollection of StringList of sounds that can be played on impact.
ImpactSoundChance100IntegerChance of impact sound to play.
AirThreshold0c1281D World DistanceConsider explosion above this altitude an air explosion. If that's the case, this warhead will consider the explosion position to have the 'Air' TargetType (in addition to any nearby actor's TargetTypes).
ImpactActorsTrueBooleanWhether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered.
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

CreateResourceWarhead

PropertyDefault ValueTypeDescription
Size0, 0Collection of IntegerSize of the area. The resources are seeded within this area. Provide 2 values for a ring effect (outer/inner).
AddsResourceTypeStringWill this splatter resources and which?
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

DestroyResourceWarhead

PropertyDefault ValueTypeDescription
Size0, 0Collection of IntegerSize of the area. The resources are seeded within this area. Provide 2 values for a ring effect (outer/inner).
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

FireClusterWarhead

PropertyDefault ValueTypeDescription
WeaponStringHas to be defined in weapons.yaml as well.
RandomClusterCount-1IntegerNumber of weapons fired at random 'x' cells. Negative values will result in a number equal to 'x' footprint cells fired.
Dimensions0,02D Cell VectorSize of the cluster footprint
FootprintStringCluster footprint. Cells marked as X will be attacked. Cells marked as x will be attacked randomly until RandomClusterCount is reached.
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

GrantExternalConditionWarhead

PropertyDefault ValueTypeDescription
ConditionStringThe condition to apply. Must be included in the target actor's ExternalConditions list.
Duration0IntegerDuration of the condition (in ticks). Set to 0 for a permanent condition.
Range1c01D World Distance
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

HealthPercentageDamageWarhead

PropertyDefault ValueTypeDescription
Spread0c01D World DistanceDamage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.
Damage0IntegerHow much (raw) damage to deal.
DamageTypesCollection of DamageTypeTypes of damage that this warhead causes. Leave empty for no damage types.
VersusMapping of String to IntegerDamage percentage versus each armortype.
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

LeaveSmudgeWarhead

PropertyDefault ValueTypeDescription
Size0, 0Collection of IntegerSize of the area. A smudge will be created in each tile. Provide 2 values for a ring effect (outer/inner).
SmudgeTypeSet of StringType of smudge to apply to terrain.
AirThreshold0c1281D World DistanceHow close to ground must the impact happen to spawn smudges.
Chance100IntegerPercentual chance the smudge is created.
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

ShakeScreenWarhead

Makes the screen shake.

PropertyDefault ValueTypeDescription
Duration0IntegerDuration of the shaking.
Intensity0IntegerShake intensity.
Multiplier0,02D Real NumberShake multipliers by the X and Y axis, comma-separated.
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

SpreadDamageWarhead

PropertyDefault ValueTypeDescription
Spread0c431D World DistanceRange between falloff steps.
Falloff100, 37, 14, 5, 0Collection of IntegerDamage percentage at each range step
RangeCollection of 1D World DistanceRanges at which each Falloff step is defined. Overrides Spread.
Damage0IntegerHow much (raw) damage to deal.
DamageTypesCollection of DamageTypeTypes of damage that this warhead causes. Leave empty for no damage types.
VersusMapping of String to IntegerDamage percentage versus each armortype.
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.

TargetDamageWarhead

PropertyDefault ValueTypeDescription
Spread0c01D World DistanceDamage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.
Damage0IntegerHow much (raw) damage to deal.
DamageTypesCollection of DamageTypeTypes of damage that this warhead causes. Leave empty for no damage types.
VersusMapping of String to IntegerDamage percentage versus each armortype.
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (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.

PropertyDefault ValueTypeDescription
Damage0IntegerHow much damage to deal.
ValidTargetsGround, WaterCollection of TargetableTypeWhat types of targets are affected.
InvalidTargetsCollection of TargetableTypeWhat types of targets are unaffected. Overrules ValidTargets.
ValidStancesEnemy, Neutral, AllyStanceWhat diplomatic stances are affected.
AffectsParentFalseBooleanCan this warhead affect the actor that fired it.
Delay0IntegerDelay in ticks before applying the warhead effect. 0 = instant (old model).
DebugOverlayColorFF0000Color (RRGGBB[AA] notation)The color used for this warhead's visualization in the world's WarheadDebugOverlay trait.