Developing a weapon
The weapon protocol is carried out over the light bus. Weapons are unauthenticated devices that use a special series of commands to inform the controller about their status, ammunition usage, and recharging. They are separated from normal devices to make it possible to park the device management module entirely during ATOS/CX combat.
This protocol is intended for use with energy weapons, particularly pulsed energy weapons, that draw power from the battery. It does not currently support weapons that replenish ammunition through other means.
Only one weapon can currently be active at a time.
In addition, there are two private messages sent by the controller to the HUD for updating weapon information; these are weapon-active and weapon-status.
Other light bus messages sent by ATOS
Public bus protocols
These elements of the system operate on the public bus channel, i.e. -9999999. Unlike other Companion remote console commands, they cannot be accessed using the unit's individual, serial-based channel.
IFF
Similar to the public bus ping command and the light bus ping command, the identify command requests that ATOS report system information on a provided channel. Units may be requested to identify themselves with the command: identify <channel>
The counterpart to the standard pong reply is identification, for which the syntax is:
identification <integrity> <temperature> <repairing> <serial> <os_name> <os_version> <group_key>- integrity: The system integrity level, representing how much more damage the unit can take before repairs are needed. Ranges from 0 (dead) to 1 (undamaged).
- temperature: The CPU temperature, in degrees Celsius.
- repairing: Whether or not on-board nanite auto-repair is currently engaged. 0: not repairing; 1: repairing.
- serial: The unit's serial number, expressed as an integer.
- os_name: The name of the combat system. Either "ATOS/E" or "ATOS/CX".
- os_version: The version of the combat system, e.g. "12.0.1"
- group_key: The UUID of the unit's active group.
The primary purpose of the IFF protocol is to expedite characterization of a unit by a periodic scanner, such as the ATOS LaserLine heads-up display. (Hence the inclusion of groups.)
Repair
Sent by device | |
---|---|
repair start | Disable nanite auto-repair. Initiation of repair process. |
repair stop | Re-enable nanite auto-repair (if it was enabled before repair began). Termination of repair process. |
repair <amount> | Restore amount system integrity. A value of 1 fully repairs the unit. A variant identification message will be sent in response to the repair device, over the public bus channel. |
heal <amount> | (ATOS/H) Restore amount health. A value of 100 fully heals a person. |
The variant identification message is an abbreviated version of the identification message sent only in response to repair, for tracking repair progress by repair stations such as the ARC. It is sent back on -9999999, and is as follows: identification <integrity>
Dealing damage
ATOS recognizes two forms of damage:
- Projectile names. If the name of an object colliding with the unit meets a certain pattern, then damage may be dealt according to the properties of that name. Recognized patterns are listed in the table below.
- Collision speed. If the name does not match any recognized pattern, then high-speed collisions will be evaluated based on the relative velocity of the object with which the unit has collided. Because this is a relative calculation, a unit propelled at high speeds may take damage from impacting a stationary object. Only velocities above 20.0 m/s will cause significant damage.
atos:<num> | Deals num points of damage. |
meleedamage | Deals a constant 30 points of damage. Used by, e.g., Kojima Industries weapons. (Due to a bug, this was 75 points of damage prior to 12.0.9.) |
[AT_DMG] | Deals a constant 30 points of damage. Used by LBA weapons. |
vice,<type>,<n> | Deals a variable amount of damage depending on the value of type. Used by VICE weapons. ATOS units are considered infantry (INF), and VICE damage is converted to ATOS damage via a 4.0x multiplier, as VICE infantry can only have up to 25 hit points. |
other | The relative velocity of the collision is assessed to determine whether to count the impact as a crash or a projectile hit. If the speed is above 20.0 m/s, then 1/4th of the speed in metres per second is applied as damage; otherwise, 1/16th is applied. |