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Electronic Warfare System
IF ANY EWAR SETTING IS USED, BASE OR AOE DAMAGE WILL NOT BE APPLIED!
Ewar = new EwarDef
{
Enable = false, // Enables EWAR effects AND DISABLES BASE DAMAGE AND AOE DAMAGE!!
Type = EnergySink, // EnergySink, Emp, Offense, Nav, Dot, AntiSmart, JumpNull, Anchor, Tractor, Pull, Push,
Mode = Effect, // Effect , Field
Strength = 100f,
Radius = 5f, // Meters
Duration = 100, // In Ticks
StackDuration = true, // Combined Durations
Depletable = true,
MaxStacks = 10, // Max Debuffs at once
NoHitParticle = false,
/*
EnergySink : Targets & Shutdowns Power Supplies, such as Batteries & Reactor
Emp : Targets & Shutdown any Block capable of being powered
Offense : Targets & Shutdowns Weaponry
Nav : Targets & Shutdown Gyros or Locks them down
Dot : Deals Damage to Blocks in radius
AntiSmart : Effects & Scrambles the Targeting List of Affected Missiles
JumpNull : Shutdown & Stops any Active Jumps, or JumpDrive Units in radius
Tractor : Affects target with Physics
Pull : Affects target with Physics
Push : Affects target with Physics
Anchor : Targets & Shutdowns Thrusters
*/
Force = new PushPullDef
{
ForceFrom = ProjectileLastPosition, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass
ForceTo = HitPosition, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass
Position = TargetCenterOfMass, // ProjectileLastPosition, ProjectileOrigin, HitPosition, TargetCenter, TargetCenterOfMass
DisableRelativeMass = false,
TractorRange = 0,
ShooterFeelsForce = false,
},
Field = new FieldDef
{
Interval = 0, // Time between each pulse, in game ticks (60 == 1 second).
PulseChance = 0, // Chance from 0 - 100 that an entity in the field will be hit by any given pulse.
GrowTime = 0, // How many ticks it should take the field to grow to full size.
HideModel = false, // Hide the default bubble, or other model if specified.
ShowParticle = true, // Show Block damage effect.
TriggerRange = 250f, //range at which fields are triggered
Particle = new ParticleDef // Particle effect to generate at the field's position.
{
Name = "", // SubtypeId of field particle effect.
Extras = new ParticleOptionDef
{
Scale = 1, // Scale of effect.
},
},
},
},
Electronic Warfare System, or EWAR, is a special series of AOE Effects, used by WeaponCore.
Now, it is complicated, in application, and uses several different sections that mix together.
As EWAR, is relatively 'new'ish, this page will be updated, and will need to be, as Development & Refinement of EWAR continues.
The types, are
- Anti-Smart
- JumpNullField
- Anchor
- EmpField
- OffenseField
- NavField
- DotField
- PullField
- PushField
DOT, is a direct damage type, and does not pierce shields naturally, DOT is Damage-Over-Time.
EMP & DOT EWAR Field Effects, require the target Shields to be offline, to begin effecting the target grid.
All Other EWAR Effects, ignore shielding, and begin affecting the target grid through shields.
An Exception, is EWAR Beams, which bypass shields regardless of type.
Every Functional Block has an EWAR Resistance value, that is generated from the Block's real HP.
This Resistance, is a fake HP, that is 'damaged' by most EWAR Fields, and until depleted, prevents those Fields from creating their Debuffs on themselves.
Strength Values, are the direct numbers, that deplete this resistance per successful pulse (Pulse Chance can allow misses)
As Resistance is generated from Block HP, this will be variable between Blocks, and will be in the hundreds.
Use this, handy short-hand, from the Tutorial Guide, as a helpful reference
- Damage , for reference; 100 HP per Steel Plate, a Light Armor block is 25 steel Plates, for 2.5k HP, 100 Damage is required to destroy 1 Steel Plate.
- Damage is Per pulse Trigger, when used for DOT, a quick pulse, at 100 damage is 100(x)PulseRate, check your Math to ensure you don't over-do it.
- Damage for Explosive has natural fall-off from blast center, Keep in Mind, and it is delivered at once, per Pulse.
- Radiant is the raw Damage value applied once, to all valid surfaces exposed to blast. This is per Pulse.
When an EWAR has depleted Resistance on a Block, this section (EWARFields), comes into play, it controls how long after the last incoming source of EWAR, that the effect lingers, hence "Debuff".
-
Duration = 0, // Duration in Ticks (60 per Second) , per Stack of Debuff.
-
StackDuration = false, // if each Pulse, stacks their Debuff, combining duration.
-
Depletable = false, // If Stacks deplete
-
MaxStacks = 0, // Max Number of Stacking Effects
-
TriggerRange = 0f, // Trigger Range of AOE Pulse
If the duration Stacks, each Source (Of the same type, not same weapon), will combine their respectful durations together , which if Depletable is false, will combine their effects as well; If you slam them for 3 stacks, it will do 3x the effects for 3x the duration.
Max Stacks, controls how many of these Debuffs can merge, or exist on the target; If they don't stack duration, and they do Deplete, this will cause a stack of debuffs, that weakens over time.
In the inverse case, it will be growing Debuff, that grows in strength, and will remain at that strength until the full combined duration ends.
If you have StackDuration set to True, ensure to account for your Max Stack value.
Anti-Smart, is an EWAR Type, that interacts with Tracking Projectiles (The SMARTs, Area, Guidance Projectiles)
It does this, by overriding their target, typically to itself (own location), and can be set to be affected by the projectile's HP value.
Pulse Chance, is % of affecting missiles in range, Strength in concept, is just extra, set above 0 to ensure not disabled. (10 is 10%, 100 is 100%)
Jump Null Field, is an EWAR Type, that interacts with the Jumpdrive, shutting down in-progress jumps inside the field, and depletes the charge of drives in the field, using the Strength value (in order configs this is the Damage value)
While it cancels Jumps-in-progress inside the field, it does not prevent jumping INTO the field.
Pulse Chance, is % of affecting blocks in the field's radius; 10 is 10%, 100 is 100%
Charge Damage, may require the EWAR to deplete the EWAR Resistance value of the block, unlike the Cancellation Effect; More testing needed.
EWAR Debuff timers, maybe have a notable effect.
Anchor, is an EWAR Type, that interacts with Thrusters, once it depletes Resistance, it disables Thrusters it hits, for the Duration of the EWAR Debuff, which can keep a thruster offline.
Pulse Chance, controls the hit-rate of each pulse against Thrusters in the field.
This EWAR, has been confirmed to pierce Shields.
EMPField, is an EWAR that respects Shields, and once resistance is depleted, shuts down affected blocks for the EWAR Duration.
In theory, there are other effects, but the prime effect documented is Block Shutdown; Treat this as the only effect.
This is a relatively under-documented EWAR; Please report behaviors, let alone unexpected ones.
OffenseField, is an EWAR that respects Shields, and once resistance is depleted, it preforms relatively undocumented actions.
In concept, it should steal block ownership , Shutdown blocks, scramble gyros, and other effects, but has not been extensively tested.
This is a relatively under-documented EWAR; Please report behaviors, let alone unexpected ones.
NavField, is an EWAR that respects Shields, and once resistance is depleted, will shutdown any Gyroscope in the field, for the EWAR Duration.
Effectively locking the ship without the ability to turn, should enough Gyros be disabled.
DOT, Stands for Damage-Over-Time, and inflicts this effect once Shields are down, onto the target, applying damage to the grid.
Damage is applied per EWAR Pulse, using the Effect strength as Damage output.
Limited Documentation, and Field Trials, suggest the effect can spread across the targeted Ship, away from the original afflicted area.
More Testing is Required, to Ensure that function is still not occurring.
This is a relatively under-documented EWAR; Please report behaviors, let alone unexpected ones.
This generates Force onto the Grid, towards the Origin of the EWAR.
This is a relatively under-documented EWAR.
This generates Force onto the Grid, away from the Origin of the EWAR.
This is a relatively under-documented EWAR.
If you have suggestions or implementations, please raise them in the Discord! Thank you!
Please donate to DarkStar's Patreon!
WeaponCore Quick Links
Weapon Properties (Page in Progress)
Multi-Turret Creation (Page in Progress)
Weapon - Targeting & Hardpoint
Weapon - Critical Reactions/Warheads
Weapon - Minimal Configurations
Ammo - Electronic Warfare System (EWAR)
Ammo - Guidance System (Homing, Mines, Self-Guided)
Armor System (Page in Progress)