Coilgun: Difference between revisions

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| image2 = Exploding Ammunition Box.png
| image2 = Exploding Ammunition Box.png
| imagewidth2 = 80
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| ammocount2 = 150
| ammocount2 = 149
| afflictions2 = {{Affliction|Lacerations|||12.5}} (Impact)
| afflictions2 = {{Affliction|Lacerations|||12.5}} (Impact)
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| image3 = Piercing Ammunition Box.png
| image3 = Piercing Ammunition Box.png
| imagewidth3 = 80
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| ammocount3 = 150
| ammocount3 = 149
| afflictions3 = {{Affliction|Lacerations|||15}}
| afflictions3 = {{Affliction|Lacerations|||15}}
{{Affliction|Bleeding|||1}}
{{Affliction|Bleeding|||1}}

Revision as of 06:53, 24 June 2021

Template:Cleanup

Data is potentially outdated
Last updated for version 0.12.0.3
The current game version is 1.2.8.0
Coilgun
Statistics*
Power Consumption 1000 kW
Technical
Identifier {{{identifier}}}
Categories Machines
Coilgun Loader
Statistics*
Item Slots 1 Ammunition box slot
Technical
Identifier {{{identifier}}}
Categories Machines
Periscope
Technical
Identifier {{{identifier}}}
Categories Machines

The Coilgun is a stationary weapon in Barotrauma. It is composed of three installations: the Coilgun proper (which itself is made up of the base and barrel), the Periscope, and the Coilgun Loader. The Coilgun requires Ammunition Boxes, a Periscope and power to function.

Function and Usage

Ammunition Boxes have a distinctly shaped storage shelf to store spare boxes, and are loaded into Coilgun Loaders. Coilgun Loaders must be linked to Coilguns in the submarine editor for the Coilgun to draw ammunition from it. Loaders do not require power or wiring. A single Loader can be linked to multiple Coilguns, and a single Coilgun can be linked to multiple Loaders. A Coilgun linked to multiple Loaders will draw a fraction of a bullet from each Ammunition Box and combine the effects of each, for example combining Piercing and Explosive Boxes result in Coilgun bolts that pierce enemies and explode on the way through. Multiple Loaders with the same type of Ammunition Box do not increase effects or damage but still increase the number of available shots to the Coilgun. The quantity of ammunition that remains in linked Loaders is shown as a colored bullet at the top of the screen while in the Periscope or while interacting with the Loader. Green means full, yellow is partly empty, red is nearly empty, and an entirely grey bullet is completely empty. When an Ammunition Box is empty it should be removed from the Loader, a fresh Ammunition Box reloaded to replace it, and the empty box recycled in the Deconstructor for its Aluminium. Partially empty boxes can always be deconstructed into one Aluminium and a fraction of the other materials used to craft the box. The exception, as of 0.12.0.3, is the Physicorium ammunition box which always deconstructs into one Aluminium, even if unused.

The Periscope is where a crewmember operates the Coilgun. In the submarine editor, the Periscope must be wired to the Coilgun where the Periscope's position_out pin connects to the Coilgun's position_in pin and the trigger_out pin connects to the Coilgun's trigger_in pin. Though it is possible, it is not recommended to connect multiple Coilguns to a single Periscope because the camera will center on the average position of the connected Coilguns and the crosshair will very likely not represent the location the Coilguns are aimed at. Only one crewmember can operate a Periscope at a time. The connected Coilgun is aimed using a crosshair that replaces the mouse when interacting with the Periscope. The camera will be centered on the Coilgun which also projects in a narrow, long cone towards where the Coilgun is aiming, useful for seeing potential targets or generally observing the outside of the submarine. This light can be toggled using the toggle_light wiring pin. The Coilgun's bolts travel at a relatively fast pace but lead must be taken for fast or distant moving targets, as well as taking the motion of the submarine into account. The trails left by the bolts can assist in the aiming process.

The Coilgun itself requires short bursts of intense power output, the kind of which is provided by a Supercapacitor. Batteries and the Reactor do not posses the burst power output that the Coilgun requires. The Coilgun is recommended to use multiple Supercapacitors, but for simplicity singular language is used here. Power is provided from the Supercapacitor by wiring the Supercapacitor's power_out pin to the Coilgun's power_in pin.The power level of a linked Supercapacitor is shown by a green bar at the top of the screen just above the ammunition indicator. The power required for a single shot is shown by a vertical white bar, usually very little because of the Coilgun's fast fire rate of 4 bolts per second (240 bolts per minute). Each time the Coilgun fires, a small amount of power is drawn from the linked Supercapacitor. Attempting to fire the Coilgun when no ammunition is in the Loaders will not drain the capacitors, likewise attempting to fire with ammunition loaded and no stored power will not drain ammunition.

Coilguns generally posses limited arcs of fire, to avoid potential damage to the submarine to which they are mounted. These can be set in the submarine editor by selecting the Coilgun and either dragging the yellow boxes upon the Coilgun sprite or typing values into the Rotation Limits fields in the information box until the arc between the dark green lines with the pale green line at the center defines the required arc of fire.

Damage Values

Template:Damage table/fixedweapons

Audio

See Also

v·d·e·h
Installations
Submarine Weapons
Small Turrets
Large Turrets
Loaders
Other
Navigation
Machines
Electrical
Structure
Other
Alien