OpenRA Warhead Types - guidebee/OpenRA GitHub Wiki

OpenRA Warhead Types

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.

Base Class

Warhead

  • 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).

Damage Warheads

DamageWarhead

  • 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

SpreadDamageWarhead

  • 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

TargetDamageWarhead

  • 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

HealthPercentageDamageWarhead

  • Description: Apply damage based on the target's health percentage.
  • Example:
Warhead@1Dam: HealthPercentageDamageWarhead
    Damage: 50 # Reduces health by 50%

Effect Warheads

CreateEffectWarhead

  • 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

LeaveSmudgeWarhead

  • 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

ShakeScreenWarhead

  • 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

FlashEffectWarhead

  • Description: Used to trigger a FlashPostProcessEffect trait on the world actor.
  • Properties:
    • FlashType: Corresponds to Type from FlashPostProcessEffect on the world actor.
    • Duration: Duration of the flashing, measured in ticks.
  • Example:
Warhead@Flash: FlashEffectWarhead
    FlashType: Nuke
    Duration: 25

FlashTargetsInRadiusWarhead

  • 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

Resource Warheads

CreateResourceWarhead

  • 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

DestroyResourceWarhead

  • 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

Special Effect Warheads

ChangeOwnerWarhead

  • 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

FireClusterWarhead

  • 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

GrantExternalConditionWarhead

  • 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

Game-Specific Warheads

DamagesConcreteWarhead (D2k)

  • Description: Interacts with the BuildableTerrainLayer trait to damage concrete.
  • Properties:
    • Damage: How much damage to deal to concrete.
  • Example:
Warhead@4Concrete: DamagesConcrete
    Damage: 6750

Common Warhead Usage Patterns

Basic Weapon

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

Explosive Weapon

^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

Healing Weapon

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

Nuclear Weapon

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
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