OpenRA Warhead Types - guidebee/OpenRA GitHub Wiki
Warheads define the effects that occur when a weapon impacts its target. Multiple warheads can be attached to a single weapon to create complex effects.
- Description: Base warhead class that all warheads inherit from.
-
Common Properties:
-
ValidTargets
: What types of targets are affected. -
InvalidTargets
: What types of targets are unaffected (overrules ValidTargets). -
ValidRelationships
: What player relationships are affected (Ally, Neutral, Enemy). -
AffectsParent
: Can this warhead affect the actor that fired it. -
Delay
: Delay in ticks before applying the warhead effect (0 = instant).
-
- Description: Abstract base class for damage-causing warheads.
-
Properties:
-
Damage
: How much (raw) damage to deal. -
DamageTypes
: Types of damage that this warhead causes. -
Versus
: Damage percentage versus each armor type.
-
- Example:
Warhead@1Dam: SpreadDamage
Damage: 4000
Versus:
None: 30
Wood: 75
Light: 75
Concrete: 50
DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
- Description: Apply damage in a specified range around the impact point.
-
Properties:
-
Spread
: Range between falloff steps. -
Falloff
: Damage percentage at each range step. -
Range
: Ranges at which each Falloff step is defined.
-
- Example:
Warhead@1Dam: SpreadDamage
Spread: 426
Damage: 23000
Versus:
None: 90
Wood: 40
Light: 60
Heavy: 25
DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
- Description: Apply damage to the targeted actor.
-
Properties:
-
Spread
: Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.
-
- Example:
Warhead@NeededForTargeting: TargetDamage
InvalidTargets: Structure, Infantry
- Description: Apply damage based on the target's health percentage.
- Example:
Warhead@1Dam: HealthPercentageDamageWarhead
Damage: 50 # Reduces health by 50%
- Description: Spawn a sprite with sound at the impact location.
-
Properties:
-
Explosions
: List of explosion sprite sequences that can be displayed. -
ImpactSounds
: List of sounds that can be played on impact. -
ImpactActors
: Whether to consider actors in determining whether the explosion should happen. -
Inaccuracy
: The maximum inaccuracy of the effect spawn position.
-
- Example:
Warhead@3Eff: CreateEffect
Explosions: small_explosion
ImpactSounds: kaboom12.aud
ValidTargets: Ground, GroundActor, WaterActor, Trees
-
Description: Creates a smudge in
SmudgeLayer
. -
Properties:
-
Size
: Size of the area where smudges will be created. -
SmudgeType
: Type of smudge to apply to terrain. -
Chance
: Percentage chance the smudge is created.
-
- Example:
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
ValidTargets: Ground, Infantry
- Description: Makes the screen shake.
-
Properties:
-
Duration
: Duration of the shaking. -
Intensity
: Shake intensity. -
Multiplier
: Shake multipliers by the X and Y axis.
-
- Example:
Warhead@Shake: ShakeScreenWarhead
Duration: 5
Intensity: 3
Multiplier: 1, 1
- Description: Used to trigger a FlashPostProcessEffect trait on the world actor.
-
Properties:
-
FlashType
: Corresponds toType
fromFlashPostProcessEffect
on the world actor. -
Duration
: Duration of the flashing, measured in ticks.
-
- Example:
Warhead@Flash: FlashEffectWarhead
FlashType: Nuke
Duration: 25
- Description: Trigger a flash effect on the targeted actor, or actors within a circle.
-
Properties:
-
ActorFlashOverlayColor
: The overlay color to display when ActorFlashType is Overlay. -
ActorFlashOverlayAlpha
: The overlay transparency to display. -
ActorFlashTint
: The tint to apply when ActorFlashType is Tint.
-
- Example:
Warhead@1Eff: FlashTargetsInRadius
ValidTargets: Heal
ValidRelationships: Ally
- Description: Creates resources in a circle.
-
Properties:
-
Size
: Size of the area where resources will be created. -
AddsResourceType
: Resource type to add.
-
- Example:
Warhead@Resources: CreateResourceWarhead
Size: 3, 1
AddsResourceType: Ore
- Description: Destroys resources in a circle.
-
Properties:
-
Size
: Size of the area where resources will be removed. -
ResourceAmount
: Amount of resources to be removed. If negative or zero, all resources within the area will be removed. -
ResourceTypes
: Resource types to remove with this warhead. If empty, all resource types will be removed.
-
- Example:
Warhead@2Res_impact: DestroyResource
Size: 1
-
Description: Interacts with the
TemporaryOwnerManager
trait to change actor ownership. -
Properties:
-
Duration
: Duration of the owner change in ticks. Set to 0 to make it permanent. -
Range
: Range in which actors will be affected.
-
- Example:
Warhead@Capture: ChangeOwnerWarhead
Duration: 500
Range: 1c0
- Description: Fires additional weapons from the point of impact.
-
Properties:
-
Weapon
: The weapon to fire (must be defined in weapons.yaml). -
RandomClusterCount
: Number of weapons fired at random cells. -
Dimensions
: Size of the cluster footprint. -
Footprint
: Cluster footprint pattern.
-
- Example:
Warhead@Cluster: FireClusterWarhead
Weapon: ClusterMissile
RandomClusterCount: 5
Dimensions: 3, 3
Footprint: xxx xxx xxx
- Description: Grant an external condition to hit actors.
-
Properties:
-
Condition
: The condition to apply. -
Duration
: Duration of the condition (in ticks). Set to 0 for a permanent condition. -
Range
: Range in which actors will be affected.
-
- Example:
Warhead@Condition: GrantExternalConditionWarhead
Condition: Slowed
Duration: 250
Range: 2c0
- Description: Interacts with the BuildableTerrainLayer trait to damage concrete.
-
Properties:
-
Damage
: How much damage to deal to concrete.
-
- Example:
Warhead@4Concrete: DamagesConcrete
Damage: 6750
Rifle:
ReloadDelay: 25
Range: 4c0
Report: gun1.aud
Projectile: Bullet
Speed: 1c682
Warhead@1Dam: SpreadDamage
Damage: 1500
Versus:
None: 100
Wood: 25
Light: 30
Heavy: 10
DamageTypes: BulletDeath
Warhead@2Eff: CreateEffect
Explosions: piffs
ValidTargets: Ground, GroundActor
^Explosion:
ValidTargets: Ground, Water, Air, GroundActor, WaterActor, AirborneActor
Warhead@1Dam: SpreadDamage
Spread: 426
Damage: 5000
ValidTargets: GroundActor, WaterActor
Versus:
None: 90
Wood: 75
Light: 60
Heavy: 25
Concrete: 100
DamageTypes: ExplosionDeath
Warhead@Smu: LeaveSmudge
SmudgeType: Crater
ValidTargets: Ground, Vehicle, Infantry
Warhead@2Eff: CreateEffect
Explosions: self_destruct
ImpactSounds: kaboom22.aud
ValidTargets: Ground, Air, GroundActor
Warhead@3EffWater: CreateEffect
Explosions: large_splash
ImpactSounds: splash9.aud
ValidTargets: Water, Underwater
Heal:
ReloadDelay: 80
Range: 2c849
Report: healer1.aud
ValidTargets: Heal
TargetActorCenter: true
Projectile: InstantHit
Warhead@1Eff: FlashTargetsInRadius
ValidTargets: Heal
ValidRelationships: Ally
Warhead@2Dam: TargetDamage
Damage: -5000
ValidTargets: Heal
ValidRelationships: Ally
Atomic:
ValidTargets: Ground, Water, GroundActor, WaterActor, Underwater, AirborneActor, Trees
Warhead@1Dam_impact: SpreadDamage
Spread: 1c0
Damage: 15000
Falloff: 1000, 368, 135, 50, 18, 7, 0
ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor, Trees
Versus:
Wood: 25
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@2Res_impact: DestroyResource
Size: 1
Warhead@3Smu_impact: LeaveSmudge
SmudgeType: Scorch
ValidTargets: Ground, Infantry
Size: 1
Warhead@4Eff_impact: CreateEffect
Explosions: nuke
ImpactSounds: kaboom1.aud
ImpactActors: false
ValidTargets: Ground, Water, Air