theBlind
15th Sep 04, 6:08 AM
I went through a few weapon files and collected all the attributes I could find. I did some research and noted the stuff I found out (if its not obvious from the name already) behind the entry.
Please feel free to post your own findings and correct any mistakes I have made.
Hopefully, this will become a handy reference for weapon attributes. If someone would love to create a similar document for squads or units, that would be great. *hinthint*
If not, I´ll do it sometime soon.
EDIT: Here (http://forums.relicnews.com/showthread.php?t=37874) is the same tread for entity attributes
GameData["accuracy"] = 0.000 <-- base accuracy
GameData["accuracy_reduction_when_moving"] = 0.000 <-- presumably used together with ["damage_reduction_when_moving"] to disallow heavy weapons to shoot while moving. Then ["setup_time"] is used as well
GameData["area_effect"]["weapon_damage"]["armour_damage"]["damage_reduction_when_moving"] = 1.000
GameData["area_effect"] = Reference("area_effect_table") <-- this is for area of effect weapons like flamers, the FCs hammer etc.
GameData["area_effect"]["area_effect_information"]["angle_left"] = -10.000 <-- given the "pie-shape" effect further down, this is the left end of the pie relative to zero in front of the unit (guessing)
GameData["area_effect"]["area_effect_information"]["angle_right"] = 10.000
GameData["area_effect"]["area_effect_information"]["area_type_name"] = "area_pie" <-- someone remember the different area_effects possible? One of the devs stated them in an interview not so long ago. pie, circle, triangle?
GameData["area_effect"]["area_effect_information"]["radius"] = 10.000 <-- from the units "base" to the end of area?
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing"] = 1.000 <-- seems not to have any effect. More info on armour here (http://forums.relicnews.com/showthread.php?t=36361
)
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_low") <-- different armor classes
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference("tp_infantry_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"] = Reference("tp_infantry_heavy_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference("tp_vehicle_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"] = Reference("tp_vehicle_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference("tp_vehicle_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"] = Reference("tp_monster_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"] = Reference("tp_commander")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"] = Reference("tp_building_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_type"] = Reference("tp_building_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"] = Reference("tp_building_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_heavy_med") <-- different reference in space_marine_flamer; next inheritance level, space_marine_flamer_scout has same reference as space_marine_shooting_weapons, presumably overwriting. ERROR? OLD DATA?
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_infantry_heavy_high") <-- same for entries 02-05 in space_marine_flamer
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 47.250 <-- is it by chance that the references 01-05 made wrong in the higher instance are re-referenced here while others are not?
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 4.400 <--maximum damage the weapon deals, see below
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 3.600 <--min damage, those two are modified by armor
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 0.000 <-- absolute min damage, regardless of any other factors
GameData["area_effect"]["weapon_damage"]["armour_damage"]["morale_damage"] = 25.000
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_flesh"] = "data:art/events/Unit_Impact_events\\Blood_Splatter_Impact_S.events" <-- note the way complete diretories are referenced. Gotta be useful sometimes.
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_heavy_metal_armour"] = "data:art/events/Impact_Bolter_Metal_S.events"
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_light_metal_armour"] = "data:art/events/Impact_Bolter_Metal_S.events"
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_stone"] = "data:art/events/Impact_Bolter_Metal_S.events"
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["max_lifetime"] = 8.000 <-- those entries seem to create the after-burn effects caused by flamers.
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"] = Reference("health_degeneration_modifier") <-- health_degeneration_modifier can be found in Data\attrib\modifiers\ but does nothing else than inherite modifiers which should not do anythign expect multipy some value with 1 repeatetly
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["application_type"] = "apply_to_entity" <-- target type? What others are there? Has also been seen as self reference, I think.
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["exclusive"] = true <-- same effect only once? only this very effect?
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["usage_type"] = "addition"
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["max_lifetime"] = 1.000
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["modifier"] = Reference("flamer_hit_event") <-- same as health_degeneration_modifier, does noting noticable as well.
GameData["attack_priorities"] = Reference("type_armour_table")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_01"] = Reference("tp_infantry_high") <-- those are the only attack_priorites lists that I could find. These are in the squad entries and it´s not sure if a weapon uses them at all.
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_02"] = Reference("tp_infantry_med")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_03"] = Reference("tp_infantry_low")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_04"] = Reference("tp_infantry_heavy_high")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_05"] = Reference("tp_infantry_heavy_med")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_06"] = Reference("tp_commander")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_07"] = Reference("tp_monster_high")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_08"] = Reference("tp_monster_med")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_09"] = Reference("tp_vehicle_low")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_10"] = Reference("tp_vehicle_med")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_11"] = Reference("tp_vehicle_high")
GameData["cost"] = Reference("time_cost_table")
GameData["cost"]["cost"]["power"] = 10.000
GameData["cost"]["cost"]["requisition"] = 40.000
GameData["cost"]["time_seconds"] = 11.000
GameData["death_motion_value"] = "" <-- ???
GameData["flamer_table"] = Reference("flamer_table") <-- does this do anything? flamer_table inherits table which is empty...
GameData["flamer_table"]["burn_delay"] = 0.500
GameData["fire_cone_angle"] = 5.000
GameData["fired_projectile"] = "" <-- visible projectiles like missiles. Seem to take several files that describe model and effects.
GameData["horizontal_traverse_speed"] = 180.000 <-- speed of the shot
GameData["vertical_traverse_speed"] = 20.000
GameData["linger_on_target_after_fire_time"] = 0.000 <-- time the weapon stays pointed at the target after shooting?
GameData["max_range"] = 18.000
GameData["min_range"] = 0.000
GameData["max_traverse_down"] = 0.000 <-- angle the weapon can track. Seems to be 0-180°
GameData["max_traverse_left"] = 0.000
GameData["max_traverse_right"] = 0.000
GameData["max_traverse_up"] = 0.000
GameData["melee_weapon"] = false
GameData["miss_events"] = Reference("terrain_footfall_based_event_table")
GameData["miss_events"]["dirtsand"] = "Data:Art/Events/Ground_impact/Bolter_Medium_Miss_Dirtsand.events"
GameData["miss_events"]["grass"] = "Data:Art/Events/Ground_impact/Bolter_Medium_Miss_Grass.events"
GameData["miss_events"]["rock"] = "Data:Art/Events/Ground_impact/Bolter_Medium_Miss_Rock.events"
GameData["miss_events"]["water"] = "Data:Art/Events/Ground_impact/Bolter_Medium_Miss_Water.events"
GameData["move_aim_to_home"] = true <-- shoot before achieving target lock. Looks cool for fast-cycling weapons
GameData["move_to_home_position_delay"] = 1.500
GameData["obey_terrain_line_of_sight"] = true <-- this makes units NOT shoot through terrain. Pretty neat feature, I must say, although I can only guess at the horrendous ammounts of CPU time this will take in an all out fight. Nice to have anyway
GameData["random_aim_on_create"] = false <-- ???
GameData["reload_time"] = 0.000 <-- time between shots. Is there a HW2 like burst? Hope not...
GameData["requirements"] = Reference("requirement_table")
GameData["requirements"]["required_1"] = Reference("required_structure")
GameData["requirements"]["required_1"]["structure_name"] = "space_marine_armoury"
GameData["requirements"]["required_1"] = Reference("required_structure") <-- see Data\attrib\requirements for more. has anyone got squads as requirements to work?
GameData["requirements"]["required_1"]["structure_name"] = "space_marine_armoury"
GameData["setup_time"] = 0.000 <-- time to get ready to fire after moving
GameData["stationary_horizontal_multiplier"] = 1.000 <-- ???
GameData["ui_effective_against"] = Reference("text_table") <-- those UI entries reference to some central text file for localisation purposes, I guess
GameData["ui_hotkey_name"] = ""
GameData["ui_info"] = Reference("ui_info_table")
GameData["ui_info"]["icon_name"] = "space_marine_icons/upgrade"
GameData["ui_effective_against"]["text_01"] = "$37954"
GameData["ui_effective_against"]["text_02"] = "$37958"
GameData["ui_hotkey_name"] = "marine_flamer"
GameData["ui_info"]["help_text_id"] = "$98031"
GameData["ui_info"]["help_text_list"]["text_01"] = "$98800"
GameData["ui_info"]["help_text_list"]["text_02"] = "$98031"
GameData["ui_info"]["help_text_list"]["text_03"] = "$98032"
GameData["ui_info"]["help_text_list"]["text_04"] = "$98033"
GameData["ui_info"]["icon_name"] = "space_marine_icons/upgrade_flamer"
GameData["ui_info"]["screen_name_id"] = "$98030"
GameData["weapon_spawned_event_name"] = "" <-- ???
EDIT: ugg. Is there any way I can format that code window?
EDIT2: put in area of effect descriptions
EDIT3: changed the obey LOS parameter to true to get the described effect. My bad.
Please feel free to post your own findings and correct any mistakes I have made.
Hopefully, this will become a handy reference for weapon attributes. If someone would love to create a similar document for squads or units, that would be great. *hinthint*
If not, I´ll do it sometime soon.
EDIT: Here (http://forums.relicnews.com/showthread.php?t=37874) is the same tread for entity attributes
GameData["accuracy"] = 0.000 <-- base accuracy
GameData["accuracy_reduction_when_moving"] = 0.000 <-- presumably used together with ["damage_reduction_when_moving"] to disallow heavy weapons to shoot while moving. Then ["setup_time"] is used as well
GameData["area_effect"]["weapon_damage"]["armour_damage"]["damage_reduction_when_moving"] = 1.000
GameData["area_effect"] = Reference("area_effect_table") <-- this is for area of effect weapons like flamers, the FCs hammer etc.
GameData["area_effect"]["area_effect_information"]["angle_left"] = -10.000 <-- given the "pie-shape" effect further down, this is the left end of the pie relative to zero in front of the unit (guessing)
GameData["area_effect"]["area_effect_information"]["angle_right"] = 10.000
GameData["area_effect"]["area_effect_information"]["area_type_name"] = "area_pie" <-- someone remember the different area_effects possible? One of the devs stated them in an interview not so long ago. pie, circle, triangle?
GameData["area_effect"]["area_effect_information"]["radius"] = 10.000 <-- from the units "base" to the end of area?
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing"] = 1.000 <-- seems not to have any effect. More info on armour here (http://forums.relicnews.com/showthread.php?t=36361
)
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_low") <-- different armor classes
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference("tp_infantry_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"] = Reference("tp_infantry_heavy_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference("tp_vehicle_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"] = Reference("tp_vehicle_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference("tp_vehicle_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"] = Reference("tp_monster_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"] = Reference("tp_commander")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"] = Reference("tp_building_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_type"] = Reference("tp_building_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"] = Reference("tp_building_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_heavy_med") <-- different reference in space_marine_flamer; next inheritance level, space_marine_flamer_scout has same reference as space_marine_shooting_weapons, presumably overwriting. ERROR? OLD DATA?
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_infantry_heavy_high") <-- same for entries 02-05 in space_marine_flamer
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 47.250 <-- is it by chance that the references 01-05 made wrong in the higher instance are re-referenced here while others are not?
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 4.400 <--maximum damage the weapon deals, see below
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 3.600 <--min damage, those two are modified by armor
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 0.000 <-- absolute min damage, regardless of any other factors
GameData["area_effect"]["weapon_damage"]["armour_damage"]["morale_damage"] = 25.000
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_flesh"] = "data:art/events/Unit_Impact_events\\Blood_Splatter_Impact_S.events" <-- note the way complete diretories are referenced. Gotta be useful sometimes.
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_heavy_metal_armour"] = "data:art/events/Impact_Bolter_Metal_S.events"
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_light_metal_armour"] = "data:art/events/Impact_Bolter_Metal_S.events"
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_stone"] = "data:art/events/Impact_Bolter_Metal_S.events"
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["max_lifetime"] = 8.000 <-- those entries seem to create the after-burn effects caused by flamers.
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"] = Reference("health_degeneration_modifier") <-- health_degeneration_modifier can be found in Data\attrib\modifiers\ but does nothing else than inherite modifiers which should not do anythign expect multipy some value with 1 repeatetly
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["application_type"] = "apply_to_entity" <-- target type? What others are there? Has also been seen as self reference, I think.
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["exclusive"] = true <-- same effect only once? only this very effect?
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["usage_type"] = "addition"
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["max_lifetime"] = 1.000
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_02"]["modifier"] = Reference("flamer_hit_event") <-- same as health_degeneration_modifier, does noting noticable as well.
GameData["attack_priorities"] = Reference("type_armour_table")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_01"] = Reference("tp_infantry_high") <-- those are the only attack_priorites lists that I could find. These are in the squad entries and it´s not sure if a weapon uses them at all.
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_02"] = Reference("tp_infantry_med")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_03"] = Reference("tp_infantry_low")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_04"] = Reference("tp_infantry_heavy_high")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_05"] = Reference("tp_infantry_heavy_med")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_06"] = Reference("tp_commander")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_07"] = Reference("tp_monster_high")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_08"] = Reference("tp_monster_med")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_09"] = Reference("tp_vehicle_low")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_10"] = Reference("tp_vehicle_med")
GameData["squad_combat_stance_ext"]["attack_priorities"]["priority_11"] = Reference("tp_vehicle_high")
GameData["cost"] = Reference("time_cost_table")
GameData["cost"]["cost"]["power"] = 10.000
GameData["cost"]["cost"]["requisition"] = 40.000
GameData["cost"]["time_seconds"] = 11.000
GameData["death_motion_value"] = "" <-- ???
GameData["flamer_table"] = Reference("flamer_table") <-- does this do anything? flamer_table inherits table which is empty...
GameData["flamer_table"]["burn_delay"] = 0.500
GameData["fire_cone_angle"] = 5.000
GameData["fired_projectile"] = "" <-- visible projectiles like missiles. Seem to take several files that describe model and effects.
GameData["horizontal_traverse_speed"] = 180.000 <-- speed of the shot
GameData["vertical_traverse_speed"] = 20.000
GameData["linger_on_target_after_fire_time"] = 0.000 <-- time the weapon stays pointed at the target after shooting?
GameData["max_range"] = 18.000
GameData["min_range"] = 0.000
GameData["max_traverse_down"] = 0.000 <-- angle the weapon can track. Seems to be 0-180°
GameData["max_traverse_left"] = 0.000
GameData["max_traverse_right"] = 0.000
GameData["max_traverse_up"] = 0.000
GameData["melee_weapon"] = false
GameData["miss_events"] = Reference("terrain_footfall_based_event_table")
GameData["miss_events"]["dirtsand"] = "Data:Art/Events/Ground_impact/Bolter_Medium_Miss_Dirtsand.events"
GameData["miss_events"]["grass"] = "Data:Art/Events/Ground_impact/Bolter_Medium_Miss_Grass.events"
GameData["miss_events"]["rock"] = "Data:Art/Events/Ground_impact/Bolter_Medium_Miss_Rock.events"
GameData["miss_events"]["water"] = "Data:Art/Events/Ground_impact/Bolter_Medium_Miss_Water.events"
GameData["move_aim_to_home"] = true <-- shoot before achieving target lock. Looks cool for fast-cycling weapons
GameData["move_to_home_position_delay"] = 1.500
GameData["obey_terrain_line_of_sight"] = true <-- this makes units NOT shoot through terrain. Pretty neat feature, I must say, although I can only guess at the horrendous ammounts of CPU time this will take in an all out fight. Nice to have anyway
GameData["random_aim_on_create"] = false <-- ???
GameData["reload_time"] = 0.000 <-- time between shots. Is there a HW2 like burst? Hope not...
GameData["requirements"] = Reference("requirement_table")
GameData["requirements"]["required_1"] = Reference("required_structure")
GameData["requirements"]["required_1"]["structure_name"] = "space_marine_armoury"
GameData["requirements"]["required_1"] = Reference("required_structure") <-- see Data\attrib\requirements for more. has anyone got squads as requirements to work?
GameData["requirements"]["required_1"]["structure_name"] = "space_marine_armoury"
GameData["setup_time"] = 0.000 <-- time to get ready to fire after moving
GameData["stationary_horizontal_multiplier"] = 1.000 <-- ???
GameData["ui_effective_against"] = Reference("text_table") <-- those UI entries reference to some central text file for localisation purposes, I guess
GameData["ui_hotkey_name"] = ""
GameData["ui_info"] = Reference("ui_info_table")
GameData["ui_info"]["icon_name"] = "space_marine_icons/upgrade"
GameData["ui_effective_against"]["text_01"] = "$37954"
GameData["ui_effective_against"]["text_02"] = "$37958"
GameData["ui_hotkey_name"] = "marine_flamer"
GameData["ui_info"]["help_text_id"] = "$98031"
GameData["ui_info"]["help_text_list"]["text_01"] = "$98800"
GameData["ui_info"]["help_text_list"]["text_02"] = "$98031"
GameData["ui_info"]["help_text_list"]["text_03"] = "$98032"
GameData["ui_info"]["help_text_list"]["text_04"] = "$98033"
GameData["ui_info"]["icon_name"] = "space_marine_icons/upgrade_flamer"
GameData["ui_info"]["screen_name_id"] = "$98030"
GameData["weapon_spawned_event_name"] = "" <-- ???
EDIT: ugg. Is there any way I can format that code window?
EDIT2: put in area of effect descriptions
EDIT3: changed the obey LOS parameter to true to get the described effect. My bad.