/tg/ Station 13 - Modules - TypesVar Details - Proc Details

mag_fed

Turret handling

Vars

adjustable_magwellCan this turret load more than one ammunition type. Mostly for sound handling. Might be more important if used in a rework.
alliesAlly system.
burst_delaydelay between burst if burst fire
burst_fireDoes the gun fire in bursts?
burst_targetTarget of a burst. We need this to seperate it from a target override.
burst_volleyIf burst fire, count of volley?
casing_ejectorDo we want it to eject casings?
chamberedcurrently loaded bullet
claptrap_momentDo we want this to shut up? Mostly for testing and debugging purposes purposes.
combat_modeTo stop runtimes x2 + resting firing capabilities. Might be smart to turn off for shotgun?
faction_targetingWhether or not the turret takes faction into account. If not, only works off user.
fragilewill the turret destruct into a frame?
last_bursttime of last burst.
linkagelinked target designator
mag_boxContainer of the turret. Needs expanded ref.
mag_box_typewhat box should this spawn with if it's map_spawned?
mag_drop_collectDoes this turret auto-eject its magazines? Will be used later.
magazine_refMagazine inside the turret.
quick_retractCan this turret be retracted without tools?
receiver_checkwhats the chance of the turret dropping a receiver?
retract_timerHow long is the timer to retract?
sensor_checkwhats the chance of the turret dropping a prox sensor?
shot_delaydelay between shots. Affects burst fire.
smart_retractDoes quick_retract require faction tags?
staminalossTo stop runtimes x1
target_assessmentTarget Assessment System. Whether or not it's targeting according to flags or even ignoring everyone.
target_overrideThis is for manual target acquisition stuff. If present, should immediately over-ride as a target.
timer_idto stop runtimes x3
turret_damage_multiplierSimple damage multiplier for bullets. 1 = normal bullet damage. 0.5 = half damage. 1.5 = 50% more damage. You get the gist.
turret_framewhat frame will it destruct into?
turret_wound_bonusSimple wound bonus for bullets. 0 = no bonus. 10 = more likely to wound. I dont know if we support negative bonuses.
volley_countWhere in the burst are we?

Procs

assess_perpdecides a threat level depending on factors.
attackbyOperation Handling
chamber_roundpulls a cartridge from the magazine and loads it into the chamber
changeNext_moveSo because the casing firing process calls it, Lets use this to handle the auto-reload.
clear_overrideclears the target and resets fire rate
do_burst_fireBurst fire everywhere is a fuck and wont transfer here. We're ESSENTIALLY doing an adjacent override_target proc.
eject_cartridgeejects cartridge and calls if issues arrive.
handle_chambermain proc to handle loading magazines and bullets. might need improved?
handle_firingHandles the firing process. Will need edited for special ammo types like 980.
handle_maghandles magazine ejecting and automatic load proccing
insert_magAllows you to insert magazines while the turret is deployed
load_magloads a magazine from the base storage box
override_targetmanual target acquisition from target designator, improves fire rate.
play_fire_soundHandles which sound should play when the gun fires, as it does adjust between different ammo types.
processI rewrite/add to the entire proccess.
toggle_allytoggles between whether things are inside the ally system
trytoshootfuckerShoots at one specific target. Only happens if target is overridden. modularized for burst?

Var Details

adjustable_magwell

Can this turret load more than one ammunition type. Mostly for sound handling. Might be more important if used in a rework.

allies

Ally system.

burst_delay

delay between burst if burst fire

burst_fire

Does the gun fire in bursts?

burst_target

Target of a burst. We need this to seperate it from a target override.

burst_volley

If burst fire, count of volley?

casing_ejector

Do we want it to eject casings?

chambered

currently loaded bullet

claptrap_moment

Do we want this to shut up? Mostly for testing and debugging purposes purposes.

combat_mode

To stop runtimes x2 + resting firing capabilities. Might be smart to turn off for shotgun?

faction_targeting

Whether or not the turret takes faction into account. If not, only works off user.

fragile

will the turret destruct into a frame?

last_burst

time of last burst.

linkage

linked target designator

mag_box

Container of the turret. Needs expanded ref.

mag_box_type

what box should this spawn with if it's map_spawned?

mag_drop_collect

Does this turret auto-eject its magazines? Will be used later.

magazine_ref

Magazine inside the turret.

quick_retract

Can this turret be retracted without tools?

receiver_check

whats the chance of the turret dropping a receiver?

retract_timer

How long is the timer to retract?

sensor_check

whats the chance of the turret dropping a prox sensor?

shot_delay

delay between shots. Affects burst fire.

smart_retract

Does quick_retract require faction tags?

staminaloss

To stop runtimes x1

target_assessment

Target Assessment System. Whether or not it's targeting according to flags or even ignoring everyone.

target_override

This is for manual target acquisition stuff. If present, should immediately over-ride as a target.

timer_id

to stop runtimes x3

turret_damage_multiplier

Simple damage multiplier for bullets. 1 = normal bullet damage. 0.5 = half damage. 1.5 = 50% more damage. You get the gist.

turret_frame

what frame will it destruct into?

turret_wound_bonus

Simple wound bonus for bullets. 0 = no bonus. 10 = more likely to wound. I dont know if we support negative bonuses.

volley_count

Where in the burst are we?

Proc Details

assess_perp

decides a threat level depending on factors.

attackby

Operation Handling

chamber_round

pulls a cartridge from the magazine and loads it into the chamber

changeNext_move

So because the casing firing process calls it, Lets use this to handle the auto-reload.

clear_override

clears the target and resets fire rate

do_burst_fire

Burst fire everywhere is a fuck and wont transfer here. We're ESSENTIALLY doing an adjacent override_target proc.

eject_cartridge

ejects cartridge and calls if issues arrive.

handle_chamber

main proc to handle loading magazines and bullets. might need improved?

handle_firing

Handles the firing process. Will need edited for special ammo types like 980.

handle_mag

handles magazine ejecting and automatic load proccing

insert_mag

Allows you to insert magazines while the turret is deployed

load_mag

loads a magazine from the base storage box

override_target

manual target acquisition from target designator, improves fire rate.

play_fire_sound

Handles which sound should play when the gun fires, as it does adjust between different ammo types.

process

I rewrite/add to the entire proccess.

toggle_ally

toggles between whether things are inside the ally system

trytoshootfucker

Shoots at one specific target. Only happens if target is overridden. modularized for burst?