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	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Lua_WeaponDefs</id>
	<title>Lua WeaponDefs - Revision history</title>
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	<updated>2026-04-21T07:31:40Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://www.fightorder.net/wiki/index.php?title=Lua_WeaponDefs&amp;diff=1130&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2026-02-24T05:52:24Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:52, 23 February 2026&lt;/td&gt;
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		<author><name>Qrow</name></author>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Lua_WeaponDefs&amp;diff=1129&amp;oldid=prev</id>
		<title>luainter&gt;Gajop at 17:51, 10 November 2018</title>
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		<updated>2018-11-10T17:51:33Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;WeaponDefs[]&amp;#039;&amp;#039;&amp;#039; table holds all information about the weapons used in a game.&lt;br /&gt;
&lt;br /&gt;
Works the same way as [[Lua_UnitDefs]] except the tables are called &amp;#039;&amp;#039;&amp;#039;WeaponDefs[]&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;WeaponDefNames[]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Note: Its entries are metatables, so you can&amp;#039;t use the pairs() iterator on them, use this instead:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  for id,weaponDef in pairs(WeaponDefs) do&lt;br /&gt;
    for name,param in weaponDef:pairs() do&lt;br /&gt;
      Spring.Echo(name,param)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
If a unit named &amp;quot;tank&amp;quot; has a weapon named &amp;quot;gun&amp;quot;, the resulting &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; will be &amp;quot;tank_gun&amp;quot; and you can get this weaponDefID like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;local gunID = WeaponDefNames[&amp;quot;tank_gun&amp;quot;].id&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
For a more detailed overview of tag definitions look at &lt;br /&gt;
[[Gamedev:WeaponDefs]] or look directly at the source at &lt;br /&gt;
https://github.com/spring/spring/blob/5f08624585852b8c8dfd1a16d020ae530269dc09/rts/Sim/Weapons/WeaponLoader.cpp&lt;br /&gt;
&lt;br /&gt;
In key = value format, where WeaponDefs[weaponDefID].key==value, with subtables at the end.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    accuracy = 0,&lt;br /&gt;
    avoidFeature = false,&lt;br /&gt;
    avoidFriendly = true,&lt;br /&gt;
    avoidNeutral = false,&lt;br /&gt;
    beamTTL = 0,&lt;br /&gt;
    beamburst = false,&lt;br /&gt;
    beamtime = 0.10000000149012,&lt;br /&gt;
    bouncerebound = 1,&lt;br /&gt;
    canAttackGround = true,&lt;br /&gt;
    cegTag = &amp;quot;&amp;quot;,&lt;br /&gt;
    collisionSize = 0.050000000745058,&lt;br /&gt;
    coverageRange = 0,&lt;br /&gt;
    craterAreaOfEffect = 0,&lt;br /&gt;
    cylinderTargeting = 1,&lt;br /&gt;
    cylinderTargetting = 1,&lt;br /&gt;
    damageAreaOfEffect = 6,&lt;br /&gt;
    dance = 0,&lt;br /&gt;
    description = &amp;quot;J7Laser&amp;quot;,&lt;br /&gt;
    duration = 0.050000000745058,&lt;br /&gt;
    dynDamageExp = 0,&lt;br /&gt;
    dynDamageInverted = false,&lt;br /&gt;
    dynDamageMin = 0,&lt;br /&gt;
    dynDamageRange = 0,&lt;br /&gt;
    edgeEffectiveness = 0.99000000953674,&lt;br /&gt;
    energyCost = 0,&lt;br /&gt;
    explosionSpeed = 3.233583688736,&lt;br /&gt;
    exteriorShield = false,&lt;br /&gt;
    fireStarter = 0.69999998807907,&lt;br /&gt;
    flightTime = 0,&lt;br /&gt;
    gravityAffected = false,&lt;br /&gt;
    groundbounce = false,&lt;br /&gt;
    groundslip = 1,&lt;br /&gt;
    heightBoostFactor = -1,&lt;br /&gt;
    heightMod = 1,&lt;br /&gt;
    highTrajectory = 2,&lt;br /&gt;
    id = 220,&lt;br /&gt;
    impactOnly = true,&lt;br /&gt;
    intensity = 0.89999997615814,&lt;br /&gt;
    interceptSolo = true,&lt;br /&gt;
    interceptedByShieldType = 2,&lt;br /&gt;
    interceptor = 0,&lt;br /&gt;
    isShield = false,&lt;br /&gt;
    largeBeamLaser = false,&lt;br /&gt;
    laserHardStop = false,&lt;br /&gt;
    leadBonus = 0,&lt;br /&gt;
    leadLimit = -1,&lt;br /&gt;
    manualFire = false,&lt;br /&gt;
    maxAngle = 0.95873802900314,&lt;br /&gt;
    metalCost = 0,&lt;br /&gt;
    minIntensity = 0,&lt;br /&gt;
    movingAccuracy = 0,&lt;br /&gt;
    myGravity = 0,&lt;br /&gt;
    name = &amp;quot;corcom_armcomlaser&amp;quot;,&lt;br /&gt;
    noAutoTarget = false,&lt;br /&gt;
    noEnemyCollide = false,&lt;br /&gt;
    noExplode = false,&lt;br /&gt;
    noFeatureCollide = false,&lt;br /&gt;
    noFriendlyCollide = false,&lt;br /&gt;
    noGroundCollide = false,&lt;br /&gt;
    noNeutralCollide = false,&lt;br /&gt;
    noSelfDamage = true,&lt;br /&gt;
    numbounce = -1,&lt;br /&gt;
    onlyForward = false,&lt;br /&gt;
    paralyzer = false,&lt;br /&gt;
    predictBoost = 0,&lt;br /&gt;
    projectiles = 1,&lt;br /&gt;
    projectilespeed = 30.000001907349,&lt;br /&gt;
    proximityPriority = 1,&lt;br /&gt;
    range = 300,&lt;br /&gt;
    reload = 0.40000000596046,&lt;br /&gt;
    salvoDelay = 0.10000000149012,&lt;br /&gt;
    salvoSize = 1,&lt;br /&gt;
    selfExplode = false,&lt;br /&gt;
    shieldAlpha = 0.20000000298023,&lt;br /&gt;
    shieldBadColorB = 0.5,&lt;br /&gt;
    shieldBadColorG = 0.5,&lt;br /&gt;
    shieldBadColorR = 1,&lt;br /&gt;
    shieldEnergyUse = 0,&lt;br /&gt;
    shieldForce = 0,&lt;br /&gt;
    shieldGoodColorB = 1,&lt;br /&gt;
    shieldGoodColorG = 0.5,&lt;br /&gt;
    shieldGoodColorR = 0.5,&lt;br /&gt;
    shieldInterceptType = 0,&lt;br /&gt;
    shieldMaxSpeed = 0,&lt;br /&gt;
    shieldPower = 0,&lt;br /&gt;
    shieldPowerRegen = 0,&lt;br /&gt;
    shieldPowerRegenEnergy = 0,&lt;br /&gt;
    shieldRadius = 0,&lt;br /&gt;
    shieldRechargeDelay = 0,&lt;br /&gt;
    shieldRepulser = false,&lt;br /&gt;
    size = 2.1875,&lt;br /&gt;
    sizeGrowth = 0.5,&lt;br /&gt;
    smartShield = false,&lt;br /&gt;
    soundTrigger = true,&lt;br /&gt;
    sprayAngle = 0,&lt;br /&gt;
    startvelocity = 0.0099999997764826,&lt;br /&gt;
    stockpile = false,&lt;br /&gt;
    stockpileTime = 30,&lt;br /&gt;
    sweepFire = false,&lt;br /&gt;
    targetBorder = 0,&lt;br /&gt;
    targetMoveError = 0.050000000745058,&lt;br /&gt;
    targetable = 0,&lt;br /&gt;
    tdfId = 0,&lt;br /&gt;
    tracks = false,&lt;br /&gt;
    trajectoryHeight = 0,&lt;br /&gt;
    turnRate = 0,&lt;br /&gt;
    turret = true,&lt;br /&gt;
    type = &amp;quot;BeamLaser&amp;quot;,&lt;br /&gt;
    uptime = 0,&lt;br /&gt;
    visibleShield = false,&lt;br /&gt;
    visibleShieldHitFrames = 0,&lt;br /&gt;
    visibleShieldRepulse = false,&lt;br /&gt;
    waterWeapon = false,&lt;br /&gt;
    waterbounce = false,&lt;br /&gt;
    weaponAcceleration = 0,&lt;br /&gt;
    wobble = 0,&lt;br /&gt;
    customParams = {},&lt;br /&gt;
    damages = {&lt;br /&gt;
        craterBoost = 0,&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
    fireSound = {&lt;br /&gt;
        [1] = {&lt;br /&gt;
            id = 36,&lt;br /&gt;
            name = &amp;quot;lasrfir1&amp;quot;,&lt;br /&gt;
            volume = 6.1237244606018,&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
    hitSound = {&lt;br /&gt;
        [1] = {&lt;br /&gt;
            id = -1,&lt;br /&gt;
            name = &amp;quot;&amp;quot;,&lt;br /&gt;
            volume = 6.1237244606018,&lt;br /&gt;
        },&lt;br /&gt;
        ...&lt;br /&gt;
    },&lt;br /&gt;
    visuals = {&lt;br /&gt;
        alphaDecay = 1,&lt;br /&gt;
        alwaysVisible = false,&lt;br /&gt;
        beamDecay = 1,&lt;br /&gt;
        beamWeapon = false,&lt;br /&gt;
        color2B = 1,&lt;br /&gt;
        color2G = 1,&lt;br /&gt;
        color2R = 1,&lt;br /&gt;
        colorB = 0,&lt;br /&gt;
        colorG = 0,&lt;br /&gt;
        colorR = 1,&lt;br /&gt;
        coreThickness = 0.10000000149012,&lt;br /&gt;
        laserFlareSize = 7,&lt;br /&gt;
        modelName = &amp;quot;&amp;quot;,&lt;br /&gt;
        noGap = true,&lt;br /&gt;
        pulseSpeed = 1,&lt;br /&gt;
        scrollSpeed = 5,&lt;br /&gt;
        separation = 1,&lt;br /&gt;
        sizeDecay = 0,&lt;br /&gt;
        smokeTrail = false,&lt;br /&gt;
        stages = 5,&lt;br /&gt;
        thickness = 2,&lt;br /&gt;
        tileLength = 200,&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>luainter&gt;Gajop</name></author>
	</entry>
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