Coilgun: Difference between revisions

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{{Cleanup}}
<!-- Extra information, pictures, infoboxes etc. -->
{{version|0.12.0.3}}
{{version|0.14.6.0}}
{{Installations infobox
{{Installations infobox
| name = Coilgun
| name = Coilgun
Line 15: Line 15:
| itemslots = 1 Ammunition box slot
| itemslots = 1 Ammunition box slot
}}
}}
{{Installations infobox
| name = Periscope
| image = Periscope.png
| imagewidth = 100
| category = Machines
}}
The '''Coilgun''' is a stationary [[:Category:Weapons|weapon]] in ''[[Barotrauma]]''. It is composed of three [[:Category:Installations|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 [[Fabricator & Deconstructor|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.
<!-- What it is -->
The '''Coilgun''' is a '''[[Submarine Weapons|Submarine Weapon]]''' in '''''[[Barotrauma]]'''''. Similar to other '''Submarine Weapons''', it requires a loader to be linked to it for ammo.
 
<!-- What it is used for, and how it is used -->
==Functions & Usage==
'''Coilguns''' shoot high velocity bolts that deal damage to anything they hit. With their moderate rate of fire, and typically inexpensive ammunition, they can make for good defensive weapons.
<br>Like other '''Turrets''', '''[[Periscope]]s''' are typically used to aim and fire '''Coilguns'''. Firing '''Coilguns''' draws power from their connected '''[[Supercapacitor]]s''', as well as ammunition from their linked '''Loaders'''.


The Coilgun itself requires short bursts of intense power output, the kind of which is provided by a [[Supercapacitor]]. [[Battery|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 around 200 rounds 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.
<!-- Damage Tables and general ammunition usages -->
==Ammunition==
There are 4 types of '''Coilgun''' ammunition:
<br>'''Standard;'''    typically used when there are not enough resources to craft other types of ammunition.
<br>'''Exploding;'''  typically used against smaller creatures due to it being able to one or two shot them.
<br>'''Piercing;'''    good as an all-rounder due to it's armor piercing capabilities and the fact that it can hit 2 limbs in it's line of fire.
<br>'''Physicorium;''' good against fast creatures, as it has a 20% chance to stun for 2 seconds on hit.


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 table
==Damage Values==
{{Damage table/fixedweapons
| item = Coilgun Ammunition Box
| item = Coilgun Ammunition Box
| image = Coilgun Ammunition Box.png
| image = Coilgun Ammunition Box.png
| imagewidth = 80
| imagewidth = 80
| ammocount = 200
| ammocount = 200
| afflictions = {{Affliction|Lacerations|||12.5}}
| afflictions = {{Affliction|Lacerations|||15}}<br>{{Affliction|Bleeding|||1}}
{{Affliction|Bleeding|||1}}
| penetration = 25%
| structuredamage = 10
| structuredamage = 10
| explosionrange = N/A
| explosionrange = <nowiki>-</nowiki>
| force = N/A
| cost = 108-156
| severlimbs = 50%
| crafting = {{Hyperlink|Steel Bar}}<br>{{Hyperlink|Lead}}<br>{{Hyperlink|Aluminium}}
| cost = 90-130
| raw = {{Hyperlink|Aluminium}}
{{Hyperlink|Steel Bar}}
| item2 = Exploding Ammunition Box
| item2 = Exploding Ammunition Box
| image2 = Exploding Ammunition Box.png
| image2 = Exploding Ammunition Box.png
| imagewidth2 = 80
| imagewidth2 = 80
| ammocount2 = 150
| ammocount2 = 75
| afflictions2 = {{Affliction|Lacerations|||12.5}} (Impact)
| afflictions2 = '''On Impact:'''<br>{{Affliction|Lacerations|||8}}<br>{{Affliction|Bleeding|||1}}<br>'''From Explosion:'''<br>{{Affliction|Burn|||40}}
{{Affliction|Bleeding|||1}} (Impact)
| penetration2 = <nowiki>-</nowiki>
 
| structuredamage2 = '''On Impact:'''<br>10<br>'''From Explosion:'''<br>5
{{Affliction|Lacerations|||40}} (Explosion)
| explosionrange2 = 3
 
| cost2 = 315-455
{{Affliction|Bleeding|||2}} (Explosion)
| crafting2 = {{Hyperlink|Steel Bar}}<br>{{Hyperlink|IC-4 Block}}<br>{{Hyperlink|Aluminium}}
| structuredamage2 = 10 (Impact)
5 (Explosion)
| explosionrange2 = 3.0m
| force2 = 10
| severlimbs2 = 50%
| cost2 = 270-360
| raw2 = {{Hyperlink|Aluminium}}
{{Hyperlink|Steel Bar}}
 
{{Hyperlink|Titanium}}
 
{{Hyperlink|UEX}}
| item3 = Piercing Ammunition box
| item3 = Piercing Ammunition box
| image3 = Piercing Ammunition Box.png
| image3 = Piercing Ammunition Box.png
| imagewidth3 = 80
| imagewidth3 = 80
| ammocount3 = 150
| ammocount3 = 149
| afflictions3 = {{Affliction|Lacerations|||15}}
| afflictions3 = {{Affliction|Lacerations|||8}}<br>{{Affliction|Bleeding|||1.5}}
{{Affliction|Bleeding|||1}}
| penetration3 = 80%
 
Pierces through 3 targets.
| structuredamage3 = 10
| structuredamage3 = 10
| explosionrange3 = N/A
| explosionrange3 = <nowiki>-</nowiki>
| force3 = N/A
| cost3 = 225-325
| severlimbs3 = 50%
| crafting3 = {{Hyperlink|Titanium-Aluminium Alloy}}<br>{{Hyperlink|Steel Bar}}<br>{{Hyperlink|Aluminium}}
| cost3 = 225-300
| raw3 = {{Hyperlink|Aluminium}}
{{Hyperlink|Titanium-Aluminium Alloy}}
 
{{Hyperlink|Steel Bar}}
| item4 = Physicorium Ammunition box
| item4 = Physicorium Ammunition box
| image4 = Physicorium Ammunition Box.png
| image4 = Physicorium Ammunition Box.png
| imagewidth4 = 80
| imagewidth4 = 80
| ammocount4 = 200
| ammocount4 = 200
| afflictions4 = {{Affliction|Lacerations|||17.5}}
| afflictions4 = {{Affliction|Lacerations|||28}}<br>{{Affliction|Bleeding|||1}}<br>{{Affliction|Stun|||20% for 2 sec}}
{{Affliction|Bleeding|||1}}
| penetration4 = 25%
| structuredamage4 = 10
| structuredamage4 = 10
| explosionrange4 = N/A
| explosionrange4 = <nowiki>-</nowiki>
| force4 = N/A
| cost4 = 270-390
| severlimbs4 = 50%
| crafting4 = {{Hyperlink|Physicorium Bar}}<br>{{Hyperlink|Steel Bar}}<br>{{Hyperlink|Aluminum}}
| cost4 = Not for sale
}}
| raw4 = {{Hyperlink|Aluminium}}
{{Hyperlink|Steel Bar}}


{{Hyperlink|Physicorium Bar}}
<!-- What it's wiring interface looks like -->
==Connection Panel==
{{Connection panel
|input1=Power_In
|input1color=red
|input1tt=Power for firing the Coilgun.
|input2=Position_In
|input2tt=Sets the firing angle of the Coilgun (0-360).
|input3=Trigger_In
|input3tt=Fires the Coilgun when it receives a signal.
|input4=Toggle_Light
|input4tt=Toggles the state of the Coilgun's light.
|input5=Set_Light
|input5tt=Sets the state of the Coilgun's light.
}}
}}
<!-- Sounds it makes -->
==Audio==
==Audio==
<gallery widths="280" heights="150">
<gallery widths="280" heights="150">
Line 106: Line 98:
File:Coilgun3.ogg|Coilgun firing 3
File:Coilgun3.ogg|Coilgun firing 3
</gallery>
</gallery>
{{Installations nav}}
 
<!-- Navboxes -->
{{Weapons nav|show-Subweapons=yes}}
 
<!-- Categories -->
[[Category:Installations]]
[[Category:Weapons]]
[[Category:Weapons]]
[[Category:Submarine Weapons]]

Revision as of 09:02, 26 July 2021


Data is potentially outdated
Last updated for version 0.14.6.0
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

The Coilgun is a Submarine Weapon in Barotrauma. Similar to other Submarine Weapons, it requires a loader to be linked to it for ammo.

Functions & Usage

Coilguns shoot high velocity bolts that deal damage to anything they hit. With their moderate rate of fire, and typically inexpensive ammunition, they can make for good defensive weapons.
Like other Turrets, Periscopes are typically used to aim and fire Coilguns. Firing Coilguns draws power from their connected Supercapacitors, as well as ammunition from their linked Loaders.

Ammunition

There are 4 types of Coilgun ammunition:
Standard; typically used when there are not enough resources to craft other types of ammunition.
Exploding; typically used against smaller creatures due to it being able to one or two shot them.
Piercing; good as an all-rounder due to it's armor piercing capabilities and the fact that it can hit 2 limbs in it's line of fire.
Physicorium; good against fast creatures, as it has a 20% chance to stun for 2 seconds on hit.

Item
Shots
Afflictions on Hit
Armor Penetration
Structure Damage
Explosion Radius (m)
Price
Crafting Materials
Coilgun Ammunition Box
200
Lacerations (15)*
Bleeding (1)*
25%
10
-
108-156 Marks
Steel Bar
Lead
Aluminium
Exploding Ammunition Box
75
On Impact:
Lacerations (8)*
Bleeding (1)*
From Explosion:
Burn (40)*
-
On Impact:
10
From Explosion:
5
3
315-455 Marks
Steel Bar
IC-4 Block
Aluminium
Piercing Ammunition box
149
Lacerations (8)*
Bleeding (1.5)*
80%
10
-
225-325 Marks
Titanium-Aluminium Alloy
Steel Bar
Aluminium
Physicorium Ammunition box
200
Lacerations (28)*
Bleeding (1)*
Stun (20% for 2 sec)*
25%
10
-
270-390 Marks
Physicorium Bar
Steel Bar
Aluminum


Connection Panel

Connection Panel for Coilgun
Hover over pins to see their descriptions.
Power_In
Position_In
Trigger_In
Toggle_Light
Set_Light
Power for firing the Coilgun.
Sets the firing angle of the Coilgun (0-360).
Fires the Coilgun when it receives a signal.
Toggles the state of the Coilgun's light.
Sets the state of the Coilgun's light.
Requires: Screwdriver

Audio

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