FluxWave

The ordnance is placed at the owner's current location regardless of classlabel. FluxWave does not obey the Ordnance shotSpeed ODF command.

GameObjects within the area of effect have their weapons and engines subsystems disabled and may be sent spinning. The Ordnance can change its model and size. Note that if the owner GameObject is destroyed the FluxWave ordnance will abruptly vanish. The map is revealed in a radius (sensorRange = FluxWave->maxScale * ordnance->radius) from the center of the ordnance for the owner player.

Hardcoded to affect only enemy targets with the Craft ODF command is_starbase = 0. Does not obey base Weapon validTargets ODF command.

Uses the shotGeometry ODF command. Does not use the sprite ODF command.

classlabel = "fluxwave"

Stock ODF Commands

visualFactor

Float, Default: 1.0

Determines the scaling of the model. This is only visual and has no effect on game mechanics.

Note that this command can be used to match the visual size of the model with the actual radius of effects.

initialScale

Float, Default: ~0.0

The minimum (initial) size of the model when it first is spawned. Determines the initial radius of the ordnance's effects. radius*Scale = area of effect. Explain better

Note that as the model goes from initialScale to maxScale the radius of the ordnance's effects will change accordingly.

maxScale

Float, Default: 10.0

The maximum size of the model. Determines the final radius of the ordnance's effects. radius * Scale = area of effect. Explain better

expansionTime

Float, Default: 10.0

The amount of time in seconds it takes the model to go from minimum size to maximum size.

retractionTime

Float, Default: 5.0

The amount of time in seconds it takes the model to go from maximum size to minimum size.

timeAtMaxSize

Float, Default: 5.0

The amount of time in seconds the model spends at its maximum size. ***nonfunctional command. Has no effect if change it.

duration

Float, Default: 5.0

The additional length of time in seconds after timeAtMaxSize that target GameObjects have their weapons and engines subsystems disabled.

****Consequently, target GameObjects at the periphery of the effect radius will have operational weapons and engines quicker than those closer to the epicenter of the effect radius ???

spinRate

Float, Default: ???

Determines the rate at which affected Craft will spin. Uses X,Y,Z notation.

spinrate = 1.0,2.0,1.0

propSpeed

no idea