ResourceWeapon
Fleet Operations only. Does not require an Ordnance file.
The weapon is a resource weapon and allows the GameObject to generate resources. Note that by putting a minus sign, the amount "gained" can be negative.
classlabel = "resourceweapon"
Table of Contents
Fleet Operations ODF Commands
oneTimeMode
Boolean, Default: FALSE
If set to true (1), the resources are only added once instead of every second.
addDilithium
Float, Default: 0.0
Dilithium added when the weapon is used.
addDilithiumThreshold
The maximum amount of dilithium that can be obtained by addDilithium (in addition to current amount of resources). If set to zero, the threshold is ignored. *testing needed to see if includes resources already there*
addMetal
Float, Default: 0.0
Metal added when the weapon is used.
addMetalThreshold
The maximum amount of metal that can be obtained by addMetal (in addition to current amount of resources). If set to zero, the threshold is ignored. *testing needed to see if includes resources already there*
addCrew
Integer, Default: 0
Crew added when the weapon is used.
addCrewThreshold
The maximum amount of crew that can be obtained by addCrew (in addition to current amount of crew). If set to zero, the threshold is ignored. *testing needed to see if includes resources already there*
addLatinum
Float, Default: 0.0
Tritanium / Latinum added when the weapon is used.
addLatinumThreshold
The maximum amount of tritanium that can be obtained by addLatinum (in addition to current amount of resources). If set to zero, the threshold is ignored. *testing needed to see if includes resources already there*
addBiomatter
Float, Default: 0.0
Supply / Biomatter added when the weapon is used.
addBiomatterThreshold
Float, Default: 0.0
The maximum amount of Supply that can be obtained by addBiomatter (in addition to current amount of resources). If set to zero, the threshold is ignored. *testing needed to see if includes resources already there*
alwaysActivePlayer
Boolean, Default: FALSE
When set to true (1), the weapon is always active if in possession by a human player.
alwaysActiveAI
Boolean, Default: FALSE
When set to true (1), the weapon is always active if in possession by an AI player.