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New XML properties

Dev WNP78  5.4 years ago

READ THIS vvv

Note: for a more complete guide to all xml options (along with descriptions for them all), look here. This post is kept up for archive purposes - if you want XML help, going to the mentioned link will be far more useful and comprehensive.

READ THIS ^^^


As of 1.7, there are some new XML properties. The ones I've found are:

Missile:

lockTime
maxRange
minRange
maxTargetingAngle
maxSpeed
maxFuelTime
maxForwardThrustForce
maxHeadingAngleAdjustmentRate
maxVelocityAngleAdjustmentRate
proximityDetonationRangeMin
proximityDetonationRangeMax
function

Gun:

ammoCount
burstCount
timeBetweenBursts
muzzleVelocity
roundsPerSecond
tracerColor
spread
lifetime
damage
impactForce
bulletScale
muzzleFlash
activationGroup

Rocket:

activationGroup
finMode
selfDestructTimer
burnTimer

All Weapons:

firingDelay

Parts:

health

Not all of these are new, but a lot are.
function on missiles can be either AirToAir or AirToSurface

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    0 6tyb

    I need a new xml for version 1.12.128

    24 days ago
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    @Norviking101 its about the angle how fast or maneuvable the missile
    .
    Also when the maxHeadingAngleAdjustmentRate is really 9x then sometimes it goes op

    one month ago
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    @tarun470 no you type it at XML Editor the button with </> on top and a plane on bottom

    one month ago
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    What does maxHeadingAngleAdjustmentRate and
    maxVelocityAngleAdjustmentRate do?

    one month ago
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    Anyway to speed up torpedoes?

    +7 3 months ago
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    For Countermeasures: (if someone pin this comment)
    .
    .
    ammo (how many ammo does the countermeasure holds [maximum number count is 999999 or simplifed 6x 9's each ammo doesn't run out easily])
    .
    autoDispenseDelay (automatic deploys the flares, or chaffs [0.01 seconds per deploy as you/we lazy])

    +7 3 months ago
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    do you enter this in variables

    3 months ago
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    18.4k Axartar

    @sidewinder21 as in like how bombs and missiles are selectable? If so, I don’t think so, however u can use them normally, they have the input FireGuns I believe if that helps

    4 months ago
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    18.4k Axartar

    @Blub00The00Builder I don’t think there’s a speed modifier for rockets, I could be wrong however

    4 months ago
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    18.4k Axartar

    @Adelweis use it with bulletScale, and the input is x,y,z when these are 1 they are all scaled normally, u can scale x,y,z respectively and it scales the bullets in that axis

    4 months ago
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    @WNP78 can the rockets go fast?

    +1 5 months ago
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    @Adelweis scales up bullets

    5 months ago
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    4,308 Adelweis

    What's "bulletScale"? How i use it?

    +1 5 months ago
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    any way to make the gun a selectable weapon?

    +2 6 months ago
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    @rushpro200nine lol I did that on every missiles and they go "NUKE" and the USS beast and 2 destroyers shot in one fired

    +1 6 months ago
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    10.5k Birdman9301

    It’s how the fins on the rocket look when shot. Deployed shows the fins and vice versa @XiliamXD

    +1 6 months ago
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    5,546 XiliamXD

    What is finMode i dont understand

    +1 6 months ago
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    Dev WNP78

    @Ghaves it probably once was but gun have infinite ammo now

    +1 8 months ago
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    90 Ghaves

    @WNP78 I thought it's the number of usable bullets or magazines

    8 months ago
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    Dev WNP78

    @Ghaves nothing, it's an old unused property left in there.

    8 months ago
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    90 Ghaves

    What is the function of ammocount?

    8 months ago
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    16.7k YY

    @PPLLAANNEE the bigger the number the more Flash it gets... "In Cannon"

    11 months ago
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    39.6k PPLLAANNEE

    what are the options for muzzleFlash

    +5 11 months ago
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    16.7k YY

    @LobsterBisque128 firingDelay, ArmedGroup, ExplosionScale, Only

    +3 11 months ago
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    What are the XLm for torpedos

    11 months ago
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