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"

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.