Template talk:IC weapon

Include at least "physical damage"
The corresponding template for Ammunitions/Weapons/Turettes in SD2 Template:Weapon SD2 includes the values for damage and suppression taken from the in-game files, not shown in the ingame UI. I wonder whether we should change this template to do the same? -User:109.193.106.39
 * The information for SD2 units is taken straight from the armory, as is this one. I'd have added it otherwise. Do you have the data stored somewhere? Adding a field is simple, adding the information for every weapon is the tricky part. Tagaziel (talk) 17:30, 10 January 2020 (UTC)
 * Sure, the information is available at:  after you do a "CreateNewMod vanilla" in the Mod-directory ;-)
 * The most adept thing to do would be to write a script which would parse the above file and generate a wiki-txt-file ;-) Relevant are:

export Ammo_Kar98 is TAmmunitionDescriptor Caliber                          = '7_92mm'           // flavour thing; irrelevant to gameplay WeaponDescriptionToken           = 'WTYP_RIFLE' Arme                             = EArmeType/Balle ProjectileType                   = EProjectileType/Obus PorteeMaximale                   = ((1500) * Metre)   // maximum range / 5 in m as shown in the UI    PorteeMinimaleHA                  = ((0) * Metre)      // maximum range against airplanes (AA rounds have usually twice the range) PorteeMaximaleHA                 = ((0) * Metre)      // minimum range ... PorteeMinimale                   = ((0) * Metre)      // minimum range (NOT shown in the unit card, but ingame you get notification that your designated target is too close) RadiusSplashPhysicalDamages      = ((1) * Metre)      // this is the AoE PhysicalDamages                  = 0.03               // on hit, subtract this from current HP; Max HP are defined in line "MaxDamages = #.0" in the file "UniteDescriptor.ndf" in the same directory. RadiusSplashSuppressDamages      = ((100) * Metre) SuppressDamages                  = 2.0                // on hit, subtract this from current Supression/Morale; this is again undocumented RayonPinned                      = ((10) * Metre)     // this is 400 for the flamethrower SupplyCost                       = 3 (EBaseHitValueModifier/Idling, 7.0),         // accuracy as shown in the UI             (EBaseHitValueModifier/Moving, 3.0),          // accuracy when not stationary, not shown anwhere in the UI; ignore if you do not micromanage your units ;-)    TempsDeVisee                      = 1.0             // Time-to-aim in seconds = The circle that fills when a unit is aiming a weapon at something.    TempsEntreDeuxSalves              = 3.0             // Time-between-two-salvos in seconds; A units with only this weapon should take     NbTirParSalves                    = 10              // Ignore: We do 0.03 damage per salvo and have xy any salvos. Done. Flamers have "12 Ammunition", but can shoot only 4 times :-((( AffichageMunitionParSalve        = 5               // Ignore: 1 for Tank canons, 10 for 20mm, and 100 for the MG42; Player does need to know, to calculate how many salvos the units has, but we could ignore this whole flavour stuff, and just say: this unit can fire this weapon 4 times, or 50 times, ot whatever.


 * Most relevant explanations should be found at https://forums.eugensystems.com/viewtopic.php?t=58718
 * It might be necessary to additionaly parse data from, at least the traverse time of turrets. 109.193.106.39 13:11, 9 February 2020 (UTC)