Coilgun: Difference between revisions

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The '''Coilgun''' is a [[:Category:Installations|stationary]] [[:Category:Weapons|weapon]] in ''[[Barotrauma]]''. It is technically 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''' is a [[:Category:Installations|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.


==Function==
== Function ==
The Coilgun uses a series of Ammunition boxes, these are loaded into the Coilgun Loader from storage shells and removed after emptying. A Coilgun loader can be connected to one or many Coilguns and the reverse is also true, it can not be connected outside of the editor. A Periscope is used to control the Coilgun or Coilguns and engage targests, [[wiring]] is done by connecting in the junction box the respect in out aspects between the two. The Coilgun requires power to function however, but can not be powered directly from the grid easily, it requires a [[supercapacitor]], which needs to be charged before firing like a battery. Connecting the Coilgun directly to the power network is ill advised because it will cause spikes destroying power systems. Note that attempting to fire a Coilgun with no ammunition box loaded doesn't empty the capacitor.  
The Coilgun requires Ammunition Boxes, a periscope and power to function. 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, with each box supplying 200 shots when full. 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]].


To set fire arc on the coil gun there is two methods, clicking the Coilgun will bring up the info panel and it can be completed in there, or by moving the two handles on the sprite to the required position with line between the two point in the direction of fire.
The Periscope is where the gunner 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. 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 possesses a light 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.
 
== Function, but it's still being written ==
The Coilgun requires Ammunition Boxes, a periscope and power to function. 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, with each box supplying 200 shots when full. 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]].


The Periscope is where the gunner 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. The linked Coilgun is aimed using a crosshair that replaces the mouse when interacting with the Periscope. The camera will be centered on the Coilgun and a light projects in a narrow, long cone towards where the coilgun is aiming. 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]] because [[Battery|Batteries]] and the [[Reactor]] do not posses the required 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 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.


The Coilgun itself requires short bursts of intense power output, the kind of which is provided by a [[Supercapacitor]]. The power level of a linked Supercapacitor is shown at the top of the screen just above the ammunition indicator.
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.


==Usage==
==Usage==

Revision as of 03:43, 9 January 2020

Coilgun
Statistics*
Power Consumption 1000 kW
Technical
Identifier {{{identifier}}}
Categories Machines
Coilgun Loader
Click to upload a new image.Dummy link
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.

Function

The Coilgun requires Ammunition Boxes, a periscope and power to function. 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, with each box supplying 200 shots when full. 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.

The Periscope is where the gunner 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. 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 possesses a light 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 because Batteries and the Reactor do not posses the required 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 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.

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.

Usage

To use a Coilgun, the character must be positioned in front of a periscope wired to the Coilgun. When the periscope is highlighted, press the left mouse button. The Coilgun can then be used and fired, using a ammunition box loaded in the associated Coilgun loader(s), by clicking the left mouse button. To leave the periscope you have to press the right mouse button.

Damage Values

Item
Attack Damage
Bleeding Damage
Structure Damage
Damage Type
Stick to Entities?
Price
Source
File:CoilgunAmmunitionbox.png
Coilgun Ammunition Box
10
10
10
Blunt
No
150-200 Marks
1 Aluminium, 1 Steel Bar
File:ExplodingAmmunitionbox.png
Coilgun Exploding Ammunition Box
5
10
5
Splash
No
300-400 Marks
1 Aluminium, 1 Uex, 1 Steel
File:PiercingAmmunitionbox.png
Piercing Ammunition box
10
10
10
Blunt
No
200-300 Marks
1 Aluminium, 1 Titanium





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