Coilgun

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Revision as of 03:08, 9 January 2020 by 110.21.232.236 (talk) (rewrote most of Function, will do the rest shortly)
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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 technically 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 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.

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.

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 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. The power level of a linked Supercapacitor is shown at the top of the screen just above the ammunition indicator.

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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