Flamethrowers

Flamethrowers are a common weapon type that can be made in multiple different ways. However, this chapter contains one flamethrower (as well as a version without pattern=ABSOLUTE) that can be modified to act differently.

The following flamethrower is designed to look similar to a real world flamethrower, which starts off yellow before going from orange to red and then fading out, while having a bright white center. The first three stages have been tailored specific spread values to achieve a specific, continuously morphing effect.

The purposes of the stages are as follows:

  1. Primary, invisible stage with spread=0.2 to make denser clusters of projectiles in the 2nd stage, as it has roundsPerBurst=16.
  • Predominantly cosmetic stages:

    1. This stage bursts into multiple fragments with roundsPerBurst=16 across a spread of 0.1 radians. This is the only stage that uses rangeStdDev as it makes the following groups of bullets more clustered together.
    2. Similar to stage 2, but with a lower roundsPerBurst of 2 and with a higher alpha value to keep a consistent brightness by accounting for the bullets being more spread out.
    3. A dimmer stage that begins fading out the fragment and neither adds new bullets nor changes the angle.
    4. Still fading out.
  1. Invisible, damage dealing stage.
{ 17000
    features=CANNON
    -- 1st stage:
	cannon={   damage=1 muzzleVel=  1 range= 0                color=1          spread=0.2 explosive=FINAL              pattern=ABSOLUTE                                    recoil=0 roundsPerSec=15
	-- Predominantly cosmetic stages:
        -- 2nd stage:
	fragment={ damage=1 muzzleVel=200 range=50 rangeStdDev=25 color=0x10FF7000 spread=0.1 explosive=FINAL|FRAG_NOFLASH pattern=ABSOLUTE projectileSize=2 roundsPerBurst=16
        -- 3rd stage:
	fragment={ damage=1 muzzleVel=100 range=25                color=0x20FF4000 spread=0.1 explosive=FINAL|FRAG_NOFLASH pattern=ABSOLUTE projectileSize=2 roundsPerBurst=2
        -- 4nd stage:
	fragment={ damage=1 muzzleVel=100 range=15                color=0x10FF2000            explosive=FINAL|FRAG_NOFLASH pattern=ABSOLUTE projectileSize=2
        -- 5th stage:
	fragment={ damage=1 muzzleVel=100 range=15                color=0x05FF2000            explosive=FINAL|FRAG_NOFLASH pattern=ABSOLUTE projectileSize=1
	-- 6th, damage dealing stage:
	fragment={ damage=5 muzzleVel=  1 range= 0                color=1                     explosive=      FRAG_NOFLASH pattern=ABSOLUTE
	}}}}}}
}

Version Without pattern=ABSOLUTE

This is the same flamethrower, but it is more complex in that it does not use pattern=ABSOLUTE. This makes it fit in better with Reassembly's other weapons by allowing the flamethrower to inherrit the velocity of its ship.

Instead of using ABSOLUTE to get rid of every stage's inherrited velocity, each stage with significant velocity is followed by a stage that cancels out the velocity, and then another that reverses the direction of the fragment.

{ 17000
 	features=CANNON|PALETTE
	-- 1st stage:
	cannon={   damage=1 muzzleVel=   1 range= 0                color=1          spread=0.2 explosive=FINAL                                                  recoil=0 roundsPerSec=15
	-- Primarily cosmetic stages:
        -- 2nd stage:
	fragment={ damage=1 muzzleVel= 200 range=50 rangeStdDev=25 color=0x10FF7000 spread=0.1 explosive=FINAL|FRAG_NOFLASH projectileSize=2 roundsPerBurst=16
	fragment={ damage=1 muzzleVel=-200 range= 0                color=1                     explosive=FINAL|FRAG_NOFLASH
	fragment={ damage=1 muzzleVel=  -1 range= 0                color=1                     explosive=FINAL|FRAG_NOFLASH
        -- 3rd stage:
	fragment={ damage=1 muzzleVel= 100 range=25                color=0x20FF4000 spread=0.1 explosive=FINAL|FRAG_NOFLASH projectileSize=2 roundsPerBurst=2
	fragment={ damage=1 muzzleVel=-100 range= 0                color=1                     explosive=FINAL|FRAG_NOFLASH
	fragment={ damage=1 muzzleVel=  -1 range= 0                color=1                     explosive=FINAL|FRAG_NOFLASH
        -- 4nd stage:
	fragment={ damage=1 muzzleVel= 100 range=15                color=0x10FF2000            explosive=FINAL|FRAG_NOFLASH projectileSize=2
	fragment={ damage=1 muzzleVel=-100 range= 0                color=1                     explosive=FINAL|FRAG_NOFLASH
	fragment={ damage=1 muzzleVel=  -1 range= 0                color=1                     explosive=FINAL|FRAG_NOFLASH
        -- 5th stage:
	fragment={ damage=1 muzzleVel= 100 range=15                color=0x05FF2000            explosive=FINAL|FRAG_NOFLASH projectileSize=1
	fragment={ damage=1 muzzleVel=-100 range= 0                color=1                     explosive=FINAL|FRAG_NOFLASH
	fragment={ damage=1 muzzleVel=  -1 range= 0                color=1                     explosive=FINAL|FRAG_NOFLASH
	-- 6th, damage dealing stage:
	fragment={ damage=5 muzzleVel=   1 range= 0                color=1                     explosive=      FRAG_NOFLASH
	}}}}}}}}}}}}}}
}

The example video shows how the version of the weapon without ABSOLUTE inherits the velocity of the ship its on, and how it aids in ranged combat.