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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: Weapon.ini (SYSTEM) //////////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 5 ; Please keep all weapons belonging to the same unit grouped together, instead 6 ; of grouping all Elite weapons together. 7 8 ;------------------------------------------------------------------------------ 9 ;------------------------------------------ 10 ;------------------------------------------------------------------------------ 11 12 ;------------------------------------------------------------------------------ 13 ;------------------------------------------------------------------------------ 14 ;------------------------------------------------------------------------------ 15 ; these are the new, "shell-based" projectile tank weapons. 16 ;------------------------------------------------------------------------------ 17 ;------------------------------------------------------------------------------ 18 ;------------------------------------------------------------------------------ 19 20 Weapon 12MissileCruiserMissile 21 PrimaryDamage = 60.0 22 PrimaryDamageRadius = 5.0 23 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 24 AttackRange = 150.0 25 DamageType = INFANTRY_MISSILE 26 DeathType = NORMAL 27 WeaponSpeed = 600 28 ProjectileObject = MissileDefenderMissile 29 ProjectileExhaust = MissileDefenderMissileExhaust 30 VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust 31 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 32 FireFX = FX_BuggyMissileIgnition 33 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 34 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 35 DelayBetweenShots = 250 36 ClipSize = 8 37 ClipReloadTime = 1500 38 AutoReloadsClip = Yes 39 FireSound = MissileDefenderWeapon 40 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% 41 AntiAirborneVehicle = Yes 42 AntiAirborneInfantry = Yes 43 ProjectileCollidesWith = STRUCTURES 44 End 45 46 Weapon 12MissileCruiserPDL 47 PrimaryDamage = 100.0 48 PrimaryDamageRadius = 0.0 49 AttackRange = 150.0 50 DamageType = LASER 51 DeathType = LASERED 52 WeaponSpeed = 999999.0 53 DelayBetweenShots = 100 54 ClipSize = 0 55 ClipReloadTime = 0 56 AcceptableAimDelta = 180 57 AntiSmallMissile = Yes 58 AntiProjectile = Yes 59 LaserName = PointDefenseLaserBeam 60 61 FireFX = WeaponFX_PaladinPointDefenseLaser 62 End 63 64 Weapon 12MissileCruiserBarrage 65 PrimaryDamage = 150.0 66 PrimaryDamageRadius = 10.0 67 SecondaryDamage = 50.0 68 SecondaryDamageRadius = 25.0 69 ScatterRadiusVsInfantry = 20.0 70 AttackRange = 1000.0 71 PreAttackDelay = 250 72 PreAttackType = PER_SHOT 73 MinimumAttackRange = 100.0 74 DamageType = EXPLOSION 75 DeathType = EXPLODED 76 FireFX = FX_TomahawkIgnition 77 ProjectileObject = 12UMCruiserMissile 78 ProjectileExhaust = TomahawkMissileExhaust 79 VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust 80 ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation 81 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 82 FireSound = TomahawkWeapon 83 ScatterRadius = 80 84 AcceptableAimDelta = 180 85 DelayBetweenShots = 500 86 ClipSize = 24 87 ClipReloadTime = 7000 88 CapableOfFollowingWaypoints = Yes 89 ProjectileCollidesWith = STRUCTURES 90 End 91 ;------------------------------------------------------------------------------ 92 Weapon MarauderTankGun 93 PrimaryDamage = 60.0 94 PrimaryDamageRadius = 5.0 95 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 96 AttackRange = 150.0 97 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 98 MaxTargetPitch = 15 ; ditto 99 DamageType = ARMOR_PIERCING 100 DeathType = NORMAL 101 WeaponSpeed = 300 ; dist/sec 102 WeaponRecoil = 10 103 ProjectileObject = MarauderTankShell 104 FireFX = WeaponFX_GenericTankGunNoTracer 105 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 106 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 107 FireSound = MarauderTankWeapon 108 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 109 DelayBetweenShots = 2000 ; time between shots, msec 110 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 111 ClipReloadTime = 0 ; how long to reload a Clip, msec 112 113 ; note, these only apply to units that aren't the explicit target 114 ; (ie, units that just happen to "get in the way"... projectiles 115 ; always collide with the Designated Target, regardless of these flags 116 ProjectileCollidesWith = STRUCTURES WALLS 117 118 End 119 120 ;------------------------------------------------------------------------------ 121 Weapon MarauderTankGunUpgradeOne 122 PrimaryDamage = 60.0 123 PrimaryDamageRadius = 5.0 124 AttackRange = 150.0 125 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 126 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 127 MaxTargetPitch = 15 ; ditto 128 DamageType = ARMOR_PIERCING 129 DeathType = NORMAL 130 WeaponSpeed = 400 ; dist/sec 131 WeaponRecoil = 10 ; angle to deflect the model when firing 132 ProjectileObject = MarauderTankShell 133 FireFX = WeaponFX_GenericTankGunNoTracer 134 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 135 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 136 FireSound = MarauderTankWeapon 137 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 138 DelayBetweenShots = 1500 ; time between shots, msec 139 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 140 ClipReloadTime = 0 ; how long to reload a Clip, msec 141 142 ; note, these only apply to units that aren't the explicit target 143 ; (ie, units that just happen to "get in the way"... projectiles 144 ; always collide with the Designated Target, regardless of these flags 145 ProjectileCollidesWith = STRUCTURES WALLS 146 End 147 148 ;------------------------------------------------------------------------------ 149 Weapon MarauderTankGunUpgradeTwo 150 PrimaryDamage = 60.0 151 PrimaryDamageRadius = 5.0 152 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 153 AttackRange = 150.0 154 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 155 MaxTargetPitch = 15 ; ditto 156 DamageType = ARMOR_PIERCING 157 DeathType = NORMAL 158 WeaponSpeed = 500 ; dist/sec 159 WeaponRecoil = 10 ; angle to deflect the model when firing 160 ProjectileObject = MarauderTankShell 161 FireFX = WeaponFX_GenericTankGunNoTracer 162 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 163 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 164 FireSound = MarauderTankWeapon 165 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 166 DelayBetweenShots = 750 ; time between shots, msec 167 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 168 ClipReloadTime = 100 ; how long to reload a Clip, msec 169 170 ; note, these only apply to units that aren't the explicit target 171 ; (ie, units that just happen to "get in the way"... projectiles 172 ; always collide with the Designated Target, regardless of these flags 173 ProjectileCollidesWith = STRUCTURES WALLS 174 End 175 176 ;------------------------------------------------------------------------------ 177 Weapon ScorpionTankGun 178 PrimaryDamage = 20.0 179 PrimaryDamageRadius = 5.0 180 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 181 AttackRange = 150.0 182 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 183 MaxTargetPitch = 15 ; ditto 184 DamageType = ARMOR_PIERCING 185 DeathType = NORMAL 186 WeaponSpeed = 400 ; dist/sec 187 WeaponRecoil = 5 ; angle to deflect the model when firing 188 ProjectileObject = ScorpionTankShell 189 FireFX = WeaponFX_GenericTankGunNoTracerSmall 190 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 191 ;Commented out to show it has been moved to ScoprionTankGunFXWeapon, 192 ;because the art for the Toxin shell version incorporates the normal explosion. 193 ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 194 FireSound = ScorpionTankWeapon 195 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 196 DelayBetweenShots = 1000 ; time between shots, msec 197 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 198 ClipReloadTime = 0 ; how long to reload a Clip, msec 199 200 201 ; note, these only apply to units that aren't the explicit target 202 ; (ie, units that just happen to "get in the way"... projectiles 203 ; always collide with the Designated Target, regardless of these flags 204 ProjectileCollidesWith = STRUCTURES WALLS 205 End 206 207 ;------------------------------------------------------------------------------ 208 Weapon ScoprionTankGunFXWeapon 209 PrimaryDamage = 0.0 210 PrimaryDamageRadius = 0.0 211 AttackRange = 125.0 212 FireFX = WeaponFX_GenericTankShellDetonation 213 End 214 215 ;------------------------------------------------------------------------------ 216 Weapon OverlordTankGun 217 PrimaryDamage = 80 ;100.0 218 PrimaryDamageRadius = 5.0 219 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 220 SecondaryDamage = 20.0 221 SecondaryDamageRadius = 10.0 222 AttackRange = 175.0 223 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 224 MaxTargetPitch = 15 ; ditto 225 DamageType = ARMOR_PIERCING 226 DeathType = NORMAL 227 WeaponSpeed = 300 ; dist/sec 228 WeaponRecoil = 5 ; angle to deflect the model when firing 229 ProjectileObject = OverlordTankShell 230 FireFX = WeaponFX_GenericTankGunNoTracer 231 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 232 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 233 FireSound = OverlordTankWeapon 234 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 235 DelayBetweenShots = 300 ; time between shots, msec 236 ShotsPerBarrel = 1 ; By default, shoot one shot per barrel 237 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 238 ClipReloadTime = 2000 ; how long to reload a Clip, msec 239 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells 240 241 ; note, these only apply to units that aren't the explicit target 242 ; (ie, units that just happen to "get in the way"... projectiles 243 ; always collide with the Designated Target, regardless of these flags 244 ProjectileCollidesWith = STRUCTURES WALLS 245 End 246 247 ;------------------------------------------------------------------------------ 248 Weapon StrategyCenterGun 249 PrimaryDamage = 200.0 250 PrimaryDamageRadius = 25.0 251 ScatterRadius = 15.0 252 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 253 AttackRange = 400.0 254 MinimumAttackRange = 100.0 255 MinTargetPitch = 45 ; we may not target anything outside of this pitch range 256 MaxTargetPitch = 80 ; ditto 257 DamageType = EXPLOSION 258 DeathType = EXPLODED 259 WeaponSpeed = 150 ; dist/sec 260 WeaponRecoil = 5 ; angle to deflect the model when firing 261 ProjectileObject = StrategyCenterArtilleryShell 262 FireFX = WeaponFX_GenericTankGunNoTracer 263 ProjectileDetonationFX = FX_ArtilleryBarrage 264 FireSound = StrategyCenter_ArtilleryRound 265 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 266 DelayBetweenShots = 7000 ; time between shots, msec 267 ShotsPerBarrel = 1 ; By default, shoot one shot per barrel 268 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 269 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells 270 271 ; note, these only apply to units that aren't the explicit target 272 ; (ie, units that just happen to "get in the way"... projectiles 273 ; always collide with the Designated Target, regardless of these flags 274 ProjectileCollidesWith = STRUCTURES WALLS 275 End 276 277 ;------------------------------------------------------------------------------ 278 Weapon BattleMasterTankGun 279 PrimaryDamage = 60.0 280 PrimaryDamageRadius = 5.0 281 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 282 AttackRange = 150.0 283 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 284 MaxTargetPitch = 15 ; ditto 285 DamageType = ARMOR_PIERCING 286 DeathType = NORMAL 287 WeaponSpeed = 400 ; dist/sec 288 WeaponRecoil = 5 ; angle to deflect the model when firing 289 ProjectileObject = BattleMasterTankShell 290 FireFX = WeaponFX_GenericTankGunNoTracerSmall 291 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 292 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 293 FireSound = BattlemasterTankWeapon 294 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 295 DelayBetweenShots = 2000 ; time between shots, msec 296 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 297 ClipReloadTime = 0 ; how long to reload a Clip, msec 298 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells 299 300 ; note, these only apply to units that aren't the explicit target 301 ; (ie, units that just happen to "get in the way"... projectiles 302 ; always collide with the Designated Target, regardless of these flags 303 ProjectileCollidesWith = STRUCTURES WALLS 304 End 305 306 ;------------------------------------------------------------------------------ 307 Weapon CrusaderTankGun 308 PrimaryDamage = 60.0 309 PrimaryDamageRadius = 5.0 310 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 311 AttackRange = 150.0 312 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 313 MaxTargetPitch = 15 ; ditto 314 DamageType = ARMOR_PIERCING 315 DeathType = NORMAL 316 WeaponSpeed = 400 ; dist/sec 317 WeaponRecoil = 5 ; angle to deflect the model when firing 318 ProjectileObject = GenericTankShell 319 FireFX = WeaponFX_GenericTankGunNoTracer 320 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 321 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 322 FireSound = CrusaderTankWeapon 323 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 324 DelayBetweenShots = 2000 ; time between shots, msec 325 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 326 ClipReloadTime = 0 ; how long to reload a Clip, msec 327 ProjectileCollidesWith = STRUCTURES WALLS 328 End 329 330 ;------------------------------------------------------------------------------ 331 Weapon PaladinTankGun 332 PrimaryDamage = 60.0 333 PrimaryDamageRadius = 5.0 334 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 335 AttackRange = 150.0 336 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 337 MaxTargetPitch = 15 ; ditto 338 DamageType = ARMOR_PIERCING 339 DeathType = NORMAL 340 WeaponSpeed = 300 ; dist/sec 341 WeaponRecoil = 5 ; angle to deflect the model when firing 342 ProjectileObject = GenericTankShell 343 FireFX = WeaponFX_GenericTankGunNoTracer 344 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 345 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 346 FireSound = PaladinTankWeapon 347 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 348 DelayBetweenShots = 2000 ; time between shots, msec 349 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 350 ClipReloadTime = 0 ; how long to reload a Clip, msec 351 352 ; note, these only apply to units that aren't the explicit target 353 ; (ie, units that just happen to "get in the way"... projectiles 354 ; always collide with the Designated Target, regardless of these flags 355 ProjectileCollidesWith = STRUCTURES WALLS 356 End 357 358 ;------------------------------------------------------------------------------ 359 Weapon PaladinPointDefenseLaser 360 PrimaryDamage = 100.0 361 PrimaryDamageRadius = 0.0 362 AttackRange = 65.0 363 DamageType = LASER 364 DeathType = LASERED 365 WeaponSpeed = 999999.0 ; dist/sec 366 DelayBetweenShots = 1000 ; time between shots, msec 367 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 368 ClipReloadTime = 0 ; how long to reload a Clip, msec 369 AcceptableAimDelta = 180 ; Don't need to turn at all. 370 AntiSmallMissile = Yes 371 AntiProjectile = No 372 LaserName = PointDefenseLaserBeam 373 FireFX = WeaponFX_PaladinPointDefenseLaser 374 End 375 376 ;------------------------------------------------------------------------------ 377 Weapon TechnicalCannonWeapon 378 PrimaryDamage = 45.0 379 PrimaryDamageRadius = 25.0 380 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 381 AttackRange = 150.0 382 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 383 MaxTargetPitch = 15 ; ditto 384 DamageType = COMANCHE_VULCAN 385 DeathType = EXPLODED 386 WeaponSpeed = 300 ; dist/sec 387 WeaponRecoil = 5 ; angle to deflect the model when firing 388 ProjectileObject = GenericTankShell 389 FireFX = WeaponFX_GenericTankGunNoTracer 390 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 391 FireSound = ScorpionTankWeapon 392 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 393 DelayBetweenShots = 1000 ; time between shots, msec 394 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 395 ClipReloadTime = 0 ; how long to reload a Clip, msec 396 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 397 ProjectileCollidesWith = STRUCTURES WALLS 398 End 399 400 ;------------------------------------------------------------------------------ 401 ; end new "shell based" tank weapons 402 ;------------------------------------------------------------------------------ 403 ;------------------------------------------------------------------------------ 404 ;------------------------------------------------------------------------------ 405 406 ;------------------------------------------------------------------------------ 407 Weapon CrusaderMachineGun 408 PrimaryDamage = 10.0 409 PrimaryDamageRadius = 25.0 410 AttackRange = 150.0 411 DamageType = SMALL_ARMS 412 DeathType = NORMAL 413 WeaponSpeed = 600 ; dist/sec 414 ProjectileObject = NONE 415 FireFX = WeaponFX_GenericTankGun 416 FireSound = GenericMachineGunFire 417 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 418 DelayBetweenShots = 200 ; time between shots, msec 419 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 420 ClipReloadTime = 0 ; how long to reload a Clip, msec 421 End 422 423 ;------------------------------------------------------------------------------- 424 Weapon TunnelNetworkGun 425 PrimaryDamage = 20.0 426 PrimaryDamageRadius = 0.0 427 AttackRange = 175.0 428 DamageType = SMALL_ARMS 429 DeathType = NORMAL 430 WeaponSpeed = 600 ; dist/sec 431 ProjectileObject = NONE 432 FireFX = WeaponFX_TechnicalGunFire 433 FireSound = HumveeWeapon 434 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 435 DelayBetweenShots = 250 ; time between shots, msec 436 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 437 ClipReloadTime = 0 ; how long to reload a Clip, msec 438 End 439 440 441 ;------------------------------------------------------------------------------ 442 Weapon HumveeGun 443 PrimaryDamage = 16.0 444 PrimaryDamageRadius = 0.0 445 AttackRange = 150.0 446 DamageType = COMANCHE_VULCAN 447 DeathType = NORMAL 448 WeaponSpeed = 600 ; dist/sec 449 ProjectileObject = NONE 450 FireFX = WeaponFX_TechnicalGunFire 451 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 452 FireSound = HumveeWeapon 453 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 454 DelayBetweenShots = 200 ; time between shots, msec 455 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 456 ClipReloadTime = 0 ; how long to reload a Clip, msec 457 End 458 459 ;------------------------------------------------------------------------------ 460 Weapon HumveeMissileWeapon 461 PrimaryDamage = 30.0 462 PrimaryDamageRadius = 5.0 463 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 464 AttackRange = 150.0 465 DamageType = EXPLOSION ; ignored for projectile weapons 466 DeathType = EXPLODED 467 WeaponSpeed = 600 ; ignored for projectile weapons 468 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 469 ProjectileObject = HumveeMissile 470 ProjectileExhaust = TowMissileExhaust 471 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 472 DelayBetweenShots = 1000 ; time between shots, msec 473 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon 474 ClipReloadTime = 2000 ; how long to reload a Clip, msec 475 AutoReloadsClip = Yes 476 FireSound = HumveeWeaponTOW 477 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 478 AntiAirborneVehicle = No 479 AntiAirborneInfantry = No 480 AntiGround = Yes 481 482 ; note, these only apply to units that aren't the explicit target 483 ; (ie, units that just happen to "get in the way"... projectiles 484 ; always collide with the Designated Target, regardless of these flags 485 ProjectileCollidesWith = STRUCTURES 486 End 487 488 ;------------------------------------------------------------------------------ 489 Weapon HumveeMissileWeaponAir 490 PrimaryDamage = 50.0 491 PrimaryDamageRadius = 5.0 492 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 493 AttackRange = 320.0 494 DamageType = EXPLOSION ; ignored for projectile weapons 495 DeathType = EXPLODED 496 WeaponSpeed = 600 ; ignored for projectile weapons 497 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 498 ProjectileObject = PatriotMissile 499 ProjectileExhaust = MissileExhaust 500 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 501 DelayBetweenShots = 1000 ; time between shots, msec 502 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon 503 ClipReloadTime = 2000 ; how long to reload a Clip, msec 504 AutoReloadsClip = Yes 505 FireSound = HumveeWeaponTOW 506 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 507 AntiAirborneVehicle = Yes 508 AntiAirborneInfantry = No 509 AntiGround = No 510 511 ; note, these only apply to units that aren't the explicit target 512 ; (ie, units that just happen to "get in the way"... projectiles 513 ; always collide with the Designated Target, regardless of these flags 514 ProjectileCollidesWith = STRUCTURES 515 End 516 517 ;------------------------------------------------------------------------------ 518 Weapon RangerAdvancedCombatRifle 519 PrimaryDamage = 5.0 520 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 521 AttackRange = 100.0 522 DamageType = SMALL_ARMS 523 DeathType = NORMAL 524 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 525 ProjectileObject = NONE 526 FireFX = WeaponFX_GenericMachineGunFire 527 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 528 FireSound = RangerWeapon 529 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 530 DelayBetweenShots = 100 ; time between shots, msec 531 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 532 ClipReloadTime = 700 ; how long to reload a Clip, msec 533 WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% 534 WeaponBonus = DRONE_SPOTTING RANGE 200% 535 WeaponBonus = DRONE_SPOTTING DAMAGE 200% 536 End 537 ;------------------------------------------------------------------------------ 538 Weapon CINE_RangerAdvancedCombatRifle 539 PrimaryDamage = 5.0 540 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 541 AttackRange = 999999.0 542 DamageType = SMALL_ARMS 543 DeathType = NORMAL 544 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 545 ProjectileObject = NONE 546 FireFX = WeaponFX_GenericMachineGunFire 547 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 548 FireSound = RangerWeapon 549 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 550 DelayBetweenShots = 100 ; time between shots, msec 551 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 552 ClipReloadTime = 700 ; how long to reload a Clip, msec 553 WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% 554 WeaponBonus = DRONE_SPOTTING RANGE 200% 555 WeaponBonus = DRONE_SPOTTING DAMAGE 200% 556 End 557 558 ;------------------------------------------------------------------------------ 559 Weapon MissileDefenderMissileWeapon 560 PrimaryDamage = 40.0 561 PrimaryDamageRadius = 5.0 562 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 563 AttackRange = 175.0 564 DamageType = INFANTRY_MISSILE 565 DeathType = NORMAL 566 WeaponSpeed = 600 567 ProjectileObject = MissileDefenderMissile 568 ProjectileExhaust = MissileDefenderMissileExhaust 569 VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust 570 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 571 FireFX = FX_BuggyMissileIgnition 572 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 573 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 574 DelayBetweenShots = 1000 ; time between shots, msec 575 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 576 ClipReloadTime = 0 ; how long to reload a Clip, msec 577 AutoReloadsClip = Yes 578 FireSound = MissileDefenderWeapon 579 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% 580 AntiAirborneVehicle = Yes 581 AntiAirborneInfantry = Yes 582 ProjectileCollidesWith = STRUCTURES 583 End 584 585 ;------------------------------------------------------------------------------ 586 Weapon MissileDefenderLaserGuidedMissileWeapon 587 PrimaryDamage = 40.0 588 PrimaryDamageRadius = 5.0 589 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 590 AttackRange = 300.0 ;Extending this range, allows the special ability to work better. 591 DamageType = ARMOR_PIERCING 592 DeathType = NORMAL 593 WeaponSpeed = 600 594 ProjectileObject = MissileDefenderMissile 595 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 596 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 597 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 598 DelayBetweenShots = 500 ; time between shots, msec 599 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 600 ClipReloadTime = 0 ; how long to reload a Clip, msec 601 AutoReloadsClip = Yes 602 FireSound = MissileDefenderWeapon 603 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% 604 AntiAirborneVehicle = Yes 605 AntiAirborneInfantry = Yes 606 607 ; note, these only apply to units that aren't the explicit target 608 ; (ie, units that just happen to "get in the way"... projectiles 609 ; always collide with the Designated Target, regardless of these flags 610 ProjectileCollidesWith = STRUCTURES 611 End 612 613 ;------------------------------------------------------------------------------ 614 Weapon GLAJarmenKellRifle 615 PrimaryDamage = 180.0 616 PrimaryDamageRadius = 0.0 617 AttackRange = 225.0 618 DamageType = SNIPER 619 DeathType = NORMAL 620 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 621 ProjectileObject = NONE 622 FireFX = WeaponFX_GenericMachineGunFire 623 FireSound = JarmenKellWeapon 624 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 625 DelayBetweenShots = 1000 ; time between shots, msec 626 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 627 ClipReloadTime = 0 ; how long to reload a Clip, msec 628 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 629 End 630 631 ;------------------------------------------------------------------------------ 632 Weapon CINE_GLAJarmenKellRifle 633 PrimaryDamage = 180.0 634 PrimaryDamageRadius = 0.0 635 AttackRange = 999999.0 636 DamageType = SNIPER 637 DeathType = NORMAL 638 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 639 ProjectileObject = NONE 640 FireFX = WeaponFX_GenericMachineGunFire 641 FireSound = JarmenKellWeapon 642 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 643 DelayBetweenShots = 1000 ; time between shots, msec 644 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 645 ClipReloadTime = 0 ; how long to reload a Clip, msec 646 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 647 End 648 649 ;------------------------------------------------------------------------------ 650 Weapon CINE_USAPathfinderSniperRifle 651 PrimaryDamage = 100.0 652 PrimaryDamageRadius = 0.0 653 AttackRange = 999999.0 654 DamageType = FLESHY_SNIPER 655 DeathType = NORMAL 656 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 657 ProjectileObject = NONE 658 FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed 659 FireSound = PathfinderWeapon 660 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 661 DelayBetweenShots = 2000 ; time between shots, msec 662 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 663 ClipReloadTime = 0 ; how long to reload a Clip, msec 664 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 665 End 666 ;------------------------------------------------------------------------------ 667 Weapon USAPathfinderSniperRifle 668 PrimaryDamage = 100.0 669 PrimaryDamageRadius = 0.0 670 AttackRange = 300.0 671 DamageType = FLESHY_SNIPER 672 DeathType = NORMAL 673 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 674 ProjectileObject = NONE 675 FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed 676 FireSound = PathfinderWeapon 677 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 678 DelayBetweenShots = 2000 ; time between shots, msec 679 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 680 ClipReloadTime = 0 ; how long to reload a Clip, msec 681 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 682 End 683 684 ;------------------------------------------------------------------------------ 685 Weapon GLAJarmenKellVehiclePilotSniperRifle 686 PrimaryDamage = 1.0 687 PrimaryDamageRadius = 0.0 688 AttackRange = 225.0 689 DamageType = KILL_PILOT 690 DeathType = NORMAL 691 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 692 ProjectileObject = NONE 693 FireFX = WeaponFX_GenericMachineGunFire 694 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 695 FireSound = JarmenKellWeaponSnipe 696 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 697 DelayBetweenShots = 0 ; time between shots, msec 698 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 699 ClipReloadTime = 30000 ; how long to reload a Clip, msec 700 AutoReloadsClip = Yes 701 End 702 703 704 705 ;------------------------------------------------------------------------------ 706 Weapon ColonelBurtonSniperRifleWeapon 707 PrimaryDamage = 40.0 708 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 709 AttackRange = 125.0 710 DamageType = SMALL_ARMS 711 DeathType = NORMAL 712 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 713 ProjectileObject = NONE 714 FireFX = WeaponFX_GenericMachineGunFire 715 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 716 FireSound = ColonelBurtonWeapon 717 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 718 DelayBetweenShots = 100 ; time between shots, msec 719 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 720 ClipReloadTime = 500 ; how long to reload a Clip, msec 721 End 722 723 ;------------------------------------------------------------------------------ 724 Weapon ColonelBurtonKnifeWeapon 725 LeechRangeWeapon = Yes 726 PrimaryDamage = 10000.0 ; always kills target in one hit 727 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 728 AttackRange = 3.0 729 DamageType = MELEE 730 DeathType = NORMAL 731 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 732 ProjectileObject = NONE 733 FireFX = NONE;! 734 FireSound = HeroUSAKnifeAttack 735 DelayBetweenShots = 0 ; time between shots, msec 736 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 737 ClipReloadTime = 1367 ; how long to reload a Clip, msec 738 PreAttackDelay = 833 ; 833 is natural time of the stabbing animation. 739 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target 740 End 741 742 ;------------------------------------------------------------------------------ 743 Weapon GLARebelMachineGun 744 PrimaryDamage = 5.0 745 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 746 AttackRange = 100.0 747 DamageType = SMALL_ARMS 748 DeathType = NORMAL 749 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 750 ProjectileObject = NONE 751 FireFX = WeaponFX_GenericMachineGunFire 752 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX 753 FireSound = RebelWeapon 754 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 755 DelayBetweenShots = 100 ; time between shots, msec 756 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 757 ClipReloadTime = 700 ; how long to reload a Clip, msec 758 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 759 End 760 761 ;------------------------------------------------------------------------------ 762 ;*********************** Cinematic Only *************************************** 763 Weapon CINE_GLARebelMachineGun 764 PrimaryDamage = 5.0 765 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 766 AttackRange = 250.0 767 DamageType = SMALL_ARMS 768 DeathType = NORMAL 769 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 770 ProjectileObject = NONE 771 FireFX = WeaponFX_GenericMachineGunFire 772 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX 773 FireSound = RebelWeapon 774 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 775 DelayBetweenShots = 100 ; time between shots, msec 776 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 777 ClipReloadTime = 700 ; how long to reload a Clip, msec 778 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 779 End 780 781 ;------------------------------------------------------------------------------ 782 ; sorry, no tranqs, cut for this version (srj) 783 ;Weapon GLARebelTranqDartsWeapon 784 ; PrimaryDamage = 50.0 785 ; PrimaryDamageRadius = 0.0 786 ; AttackRange = 70.0 787 ; DamageType = SURRENDER 788 ; DeathType = NORMAL 789 ; WeaponSpeed = 999999.0 790 ; ProjectileObject = NONE 791 ; FireFX = WeaponFX_GenericMachineGunFire ; @todo need custom FX 792 ; VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; @todo need custom FX 793 ; FireSound = RebelWeaponTranquilizer 794 ; DelayBetweenShots = 2000 795 ; ClipSize = 0 796 ; ClipReloadTime = 0 797 ;End 798 799 ;------------------------------------------------------------------------------ 800 Weapon RedguardMachineGun 801 PrimaryDamage = 15.0 802 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 803 AttackRange = 100.0 804 DamageType = SMALL_ARMS 805 DeathType = NORMAL 806 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 807 ProjectileObject = NONE 808 FireFX = WeaponFX_GenericMachineGunFire 809 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 810 FireSound = RedGuardWeapon 811 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 812 DelayBetweenShots = 1000 ; time between shots, msec 813 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 814 ClipReloadTime = 0 ; how long to reload a Clip, msec 815 End 816 817 ;------------------------------------------------------------------------------ 818 Weapon ChinaOfficerMachineGun 819 PrimaryDamage = 30.0 820 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 821 AttackRange = 200.0 822 DamageType = FLESHY_SNIPER 823 DeathType = NORMAL 824 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 825 ProjectileObject = NONE 826 FireFX = WeaponFX_GenericMachineGunFire 827 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 828 FireSound = RedGuardWeapon 829 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 830 DelayBetweenShots = 1000 ; time between shots, msec 831 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 832 ClipReloadTime = 0 ; how long to reload a Clip, msec 833 PreAttackDelay = 1538 ; 1538 is natural time of drawing gun animation 834 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target 835 End 836 837 ;------------------------------------------------------------------------------ 838 Weapon AmericaOfficerMachineGun 839 PrimaryDamage = 30.0 840 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 841 AttackRange = 80.0 842 DamageType = FLESHY_SNIPER 843 DeathType = NORMAL 844 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 845 ProjectileObject = NONE 846 FireFX = WeaponFX_GenericMachineGunFire 847 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 848 FireSound = HeroUSAKnifeAttack 849 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 850 DelayBetweenShots = 1000 ; time between shots, msec 851 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 852 ClipReloadTime = 0 ; how long to reload a Clip, msec 853 PreAttackDelay = 1538 ; 1538 is natural time of drawing gun animation 854 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target 855 End 856 857 ;------------------------------------------------------------------------------ 858 ; sorry, no stun bullets, cut for this version (srj) 859 ;Weapon RedguardStunBulletsMachineGun 860 ; PrimaryDamage = 50.0 861 ; PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 862 ; AttackRange = 80.0 863 ; DamageType = SURRENDER 864 ; DeathType = NORMAL 865 ; WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 866 ; ProjectileObject = NONE 867 ; FireFX = WeaponFX_GenericMachineGunFire 868 ; VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 869 ; FireSound = RedGuardWeapon 870 ; RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 871 ; DelayBetweenShots = 2000 ; time between shots, msec 872 ; ClipSize = 0 ; how many shots in a Clip (0 == infinite) 873 ; ClipReloadTime = 0 ; how long to reload a Clip, msec 874 ;End 875 876 ;------------------------------------------------------------------------------ 877 Weapon RedguardBayonet 878 PrimaryDamage = 10000.0 ; always kills target in one hit 879 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 880 AttackRange = 8.0 881 DamageType = MELEE 882 DeathType = NORMAL 883 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 884 ProjectileObject = NONE 885 FireFX = WeaponFX_GenericMachineGunFire 886 FireSound = HeroUSAKnifeAttack 887 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 888 DelayBetweenShots = 1000 ; time between shots, msec 889 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 890 ClipReloadTime = 0 ; how long to reload a Clip, msec 891 PreAttackDelay = 10 892 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target 893 End 894 895 ;------------------------------------------------------------------------------ 896 Weapon GattlingTankGun 897 PrimaryDamage = 20.0 898 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 899 AttackRange = 175.0 900 DamageType = Gattling 901 DeathType = NORMAL 902 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 903 ProjectileObject = NONE 904 FireFX = WeaponFX_GattlingTankMachineGunFire 905 VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers 906 FireSound = GattlingTankWeapon 907 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 908 DelayBetweenShots = 400 ; time between shots, msec 909 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 910 ClipReloadTime = 0 ; how long to reload a Clip, msec 911 ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" 912 ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" 913 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 914 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 915 WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) 916 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 917 AntiAirborneVehicle = No 918 AntiAirborneInfantry = No 919 AntiGround = Yes 920 End 921 922 ;------------------------------------------------------------------------------ 923 Weapon GattlingTankGunAir 924 PrimaryDamage = 12.0 925 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 926 AttackRange = 350.0 927 DamageType = SMALL_ARMS 928 DeathType = NORMAL 929 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 930 ProjectileObject = NONE 931 FireFX = WeaponFX_GattlingTankMachineGunFire 932 VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers 933 FireSound = GattlingTankWeapon 934 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 935 DelayBetweenShots = 400 ; time between shots, msec 936 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 937 ClipReloadTime = 0 ; how long to reload a Clip, msec 938 ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" 939 ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" 940 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 941 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 942 WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) 943 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 944 AntiAirborneVehicle = Yes 945 AntiAirborneInfantry = Yes 946 AntiGround = No 947 End 948 949 ;------------------------------------------------------------------------------ 950 Weapon GattlingBuildingGun 951 PrimaryDamage = 10.0 ;5.0 952 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 953 AttackRange = 225.0 954 DamageType = Gattling 955 DeathType = NORMAL 956 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 957 ProjectileObject = NONE 958 FireFX = WeaponFX_GattlingCannonMachineGunFire 959 VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers 960 FireSound = GattlingCannonWeapon 961 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 962 DelayBetweenShots = 250 ; time between shots, msec 963 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 964 ClipReloadTime = 0 ; how long to reload a Clip, msec 965 ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" 966 ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" 967 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 968 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 969 WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) 970 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 971 AntiAirborneVehicle = No 972 AntiAirborneInfantry = No 973 AntiSmallMissile = No 974 AntiBallisticMissile = No 975 AntiGround = Yes 976 End 977 978 ;------------------------------------------------------------------------------ 979 Weapon GattlingBuildingGunAir 980 PrimaryDamage = 5.0 981 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 982 AttackRange = 400.0 983 DamageType = SMALL_ARMS 984 DeathType = NORMAL 985 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 986 ProjectileObject = NONE 987 FireFX = WeaponFX_GattlingCannonMachineGunFire 988 VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers 989 FireSound = GattlingCannonWeapon 990 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 991 DelayBetweenShots = 250 ; time between shots, msec 992 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 993 ClipReloadTime = 0 ; how long to reload a Clip, msec 994 ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" 995 ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" 996 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 997 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 998 WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) 999 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 1000 AntiAirborneVehicle = Yes 1001 AntiAirborneInfantry = Yes 1002 AntiSmallMissile = No 1003 AntiBallisticMissile = Yes 1004 AntiGround = No 1005 End 1006 1007 ;------------------------------------------------------------------------------ 1008 Weapon WatchTowerMachineGun 1009 PrimaryDamage = 10.0 1010 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 1011 AttackRange = 100.0 1012 DamageType = SMALL_ARMS 1013 DeathType = NORMAL 1014 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 1015 ProjectileObject = NONE 1016 FireFX = WeaponFX_GenericMachineGunFire 1017 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 1018 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1019 DelayBetweenShots = 500 ; time between shots, msec 1020 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1021 ClipReloadTime = 0 ; how long to reload a Clip, msec 1022 End 1023 1024 ;------------------------------------------------------------------------------ 1025 Weapon CommandoMachineGun 1026 PrimaryDamage = 10.0 1027 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 1028 AttackRange = 80.0 1029 DamageType = SMALL_ARMS 1030 DeathType = NORMAL 1031 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 1032 ProjectileObject = NONE 1033 FireFX = WeaponFX_GenericMachineGunFire 1034 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 1035 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1036 DelayBetweenShots = 500 ; time between shots, msec 1037 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1038 ClipReloadTime = 0 ; how long to reload a Clip, msec 1039 End 1040 1041 ;------------------------------------------------------------------------------ 1042 Weapon Comanche20mmCannonWeapon 1043 PrimaryDamage = 6.0 1044 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 1045 AttackRange = 200.0 1046 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting 1047 DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms 1048 DeathType = NORMAL 1049 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 1050 ProjectileObject = NONE 1051 FireSound = ComancheWeaponMachineGun 1052 FireFX = WeaponFX_Comanche20mmCannonFire 1053 VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire 1054 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1055 DelayBetweenShots = 100 ; time between shots, msec 1056 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1057 ClipReloadTime = 0 ; how long to reload a Clip, msec 1058 AntiAirborneVehicle = No 1059 AntiAirborneInfantry = Yes 1060 End 1061 1062 ;------------------------------------------------------------------------------ 1063 Weapon ComancheAntiTankMissileWeapon 1064 PrimaryDamage = 50 1065 PrimaryDamageRadius = 5.0 1066 SecondaryDamage = 30.0 1067 SecondaryDamageRadius = 25.0 1068 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1069 AttackRange = 200.0 1070 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting 1071 DamageType = JET_MISSILES ;not so good against base defenses and some other units. 1072 DeathType = EXPLODED 1073 WeaponSpeed = 99999 1074 ProjectileObject = ComancheAntiTankMissile 1075 ProjectileExhaust = MissileExhaust 1076 VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust 1077 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1078 DelayBetweenShots = 500 ; time between shots, msec 1079 ClipSize = 8 ; how many shots in a Clip (0 == infinite) 1080 AutoReloadsClip = Yes 1081 ClipReloadTime = 15000 ; how long to reload a Clip, msec 1082 FireSound = ComancheMissileWeapon 1083 FireFX = None 1084 ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation 1085 ProjectileCollidesWith = STRUCTURES 1086 AntiAirborneVehicle = No 1087 AntiAirborneInfantry = No 1088 ShowsAmmoPips = Yes 1089 End 1090 1091 ;------------------------------------------------------------------------------ 1092 Weapon ComancheRocketPodWeapon 1093 PrimaryDamage = 50.0 1094 PrimaryDamageRadius = 20.0 1095 SecondaryDamage = 10.0 1096 SecondaryDamageRadius = 40.0 1097 ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below 1098 1099 ; @todo srj -- need better targets; these are copied from Scud Storm 1100 ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots 1101 ; These specific points are an even distribution simulating a 150 ScatterRadius. 1102 ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots 1103 ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. 1104 1105 ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below 1106 ScatterTarget = X: 0.000 Y: 0.133 1107 ScatterTarget = X: 0.133 Y:-0.200 1108 ScatterTarget = X:-0.067 Y: 0.667 1109 ScatterTarget = X: 0.300 Y: 0.300 1110 ScatterTarget = X: 0.767 Y: 0.000 1111 ScatterTarget = X: 0.500 Y:-0.567 1112 ScatterTarget = X:-0.333 Y:-0.800 1113 ScatterTarget = X:-0.600 Y:-0.1333 1114 ScatterTarget = X:-0.567 Y: 0.433 1115 ScatterTarget = X: 0.000 Y: 0.133 1116 ScatterTarget = X: 0.133 Y:-0.200 1117 ScatterTarget = X:-0.067 Y: 0.667 1118 ScatterTarget = X: 0.300 Y: 0.300 1119 ScatterTarget = X: 0.767 Y: 0.000 1120 ScatterTarget = X: 0.500 Y:-0.567 1121 ScatterTarget = X:-0.333 Y:-0.800 1122 ScatterTarget = X:-0.600 Y:-0.1333 1123 ScatterTarget = X:-0.567 Y: 0.433 1124 ScatterTarget = X: 0.000 Y: 0.133 1125 ScatterTarget = X: 0.133 Y:-0.200 1126 1127 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1128 AttackRange = 200.0 1129 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting 1130 DamageType = EXPLOSION 1131 DeathType = EXPLODED 1132 WeaponSpeed = 99999 1133 ProjectileObject = ComancheRocketPodRocket 1134 ProjectileExhaust = MissileExhaust 1135 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1136 DelayBetweenShots = 200 ; time between shots, msec 1137 ClipSize = 20 ; how many shots in a Clip (0 == infinite) 1138 AutoReloadsClip = Yes 1139 ClipReloadTime = 30000 ; how long to reload a Clip, msec 1140 FireSound = ComancheRocketPodWeaponSound 1141 FireFX = None 1142 ProjectileDetonationFX = WeaponFX_ComancheRocketPodRocketDetonation 1143 ProjectileCollidesWith = STRUCTURES 1144 AntiAirborneVehicle = No 1145 AntiAirborneInfantry = No 1146 End 1147 1148 ;------------------------------------------------------------------------------ 1149 Weapon ToxinShellWeapon ; No extra damage, just lays down a damage field 1150 PrimaryDamage = 0.0 1151 PrimaryDamageRadius = 1.0 1152 AttackRange = 100.0 1153 DamageType = EXPLOSION 1154 DeathType = EXPLODED 1155 WeaponSpeed = 99999.0 1156 ProjectileObject = NONE 1157 FireFX = WeaponFX_ToxinShellWeapon 1158 FireOCL = OCL_PoisonFieldSmall 1159 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1160 DelayBetweenShots = 0 ; time between shots, msec 1161 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1162 ClipReloadTime = 0 ; how long to reload a Clip, msec 1163 AutoReloadsClip = No 1164 AntiGround = Yes 1165 DamageDealtAtSelfPosition = Yes 1166 End 1167 1168 ;------------------------------------------------------------------------------ 1169 Weapon ToxinShellWeaponUpgraded ; No extra damage, just lays down a damage field 1170 PrimaryDamage = 0.0 1171 PrimaryDamageRadius = 1.0 1172 AttackRange = 100.0 1173 DamageType = EXPLOSION 1174 DeathType = EXPLODED 1175 WeaponSpeed = 99999.0 1176 ProjectileObject = NONE 1177 ; FireFX = WeaponFX_NapalmMissileDetonation 1178 FireOCL = OCL_PoisonFieldUpgradedSmall 1179 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1180 DelayBetweenShots = 0 ; time between shots, msec 1181 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1182 ClipReloadTime = 0 ; how long to reload a Clip, msec 1183 AutoReloadsClip = No 1184 AntiGround = Yes 1185 DamageDealtAtSelfPosition = Yes 1186 End 1187 1188 ;------------------------------------------------------------------------------ 1189 ; When a barrel explodes 1190 Weapon BarrelWeapon 1191 PrimaryDamage = 50.0 1192 PrimaryDamageRadius = 15.0 1193 SecondaryDamage = 30.0 1194 SecondaryDamageRadius = 30.0 1195 AttackRange = 200.0 1196 DamageType = EXPLOSION 1197 DeathType = EXPLODED 1198 WeaponSpeed = 600 ; dist/sec 1199 ProjectileObject = NONE 1200 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1201 DelayBetweenShots = 0 ; time between shots, msec 1202 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1203 ClipReloadTime = 0 ; how long to reload a Clip, msec 1204 End 1205 1206 ;------------------------------------------------------------------------------ 1207 ; When a TankerTruck explodes 1208 Weapon TankerTruckWeapon 1209 PrimaryDamage = 100.0 1210 PrimaryDamageRadius = 30.0 1211 SecondaryDamage = 30.0 1212 SecondaryDamageRadius = 65.0 1213 AttackRange = 200.0 1214 DamageType = EXPLOSION 1215 DeathType = EXPLODED 1216 WeaponSpeed = 600 ; dist/sec 1217 ProjectileObject = NONE 1218 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1219 DelayBetweenShots = 0 ; time between shots, msec 1220 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1221 ClipReloadTime = 0 ; how long to reload a Clip, msec 1222 End 1223 1224 ;------------------------------------------------------------------------------ 1225 Weapon A10ThunderboltVulcan 1226 PrimaryDamage = 10.0 1227 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" 1228 AttackRange = 450.0 1229 DamageType = SMALL_ARMS 1230 DeathType = NORMAL 1231 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 1232 ProjectileObject = NONE 1233 FireFX = WeaponFX_Comanche20mmCannonFire 1234 FireSound = GattlingCannonWeapon 1235 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1236 DelayBetweenShots = 60 ; time between shots, msec 1237 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1238 ClipReloadTime = 0 ; how long to reload a Clip, msec 1239 End 1240 1241 ;------------------------------------------------------------------------------ 1242 Weapon A10ThunderboltMissileWeapon 1243 PrimaryDamage = 200.0 ;GS changed to what it was secretly doing pending review 1244 PrimaryDamageRadius = 50.0 1245 AttackRange = 350.0 1246 DamageType = EXPLOSION 1247 DeathType = EXPLODED 1248 WeaponSpeed = 99999.0 1249 ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion 1250 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR 1251 DelayBetweenShots = 0 ; time between shots, msec 1252 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1253 ClipReloadTime = 20000 ; how long to reload a Clip, msec 1254 AutoReloadsClip = No 1255 End 1256 1257 ;------------------------------------------------------------------------------ 1258 Weapon NeutronMissileWeapon 1259 PrimaryDamage = 0 ; not used for this weapon (it's "special") 1260 PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") 1261 AttackRange = 99999 ; not used for this weapon (it's "special") 1262 DamageType = RADIATION ; not used for this weapon (it's "special") 1263 DeathType = NORMAL 1264 WeaponSpeed = 99999 ; not used for this weapon (it's "special") 1265 ProjectileObject = NeutronMissile 1266 ProjectileExhaust = NeutronMissileExhaust 1267 FireFX = WeaponFX_NeutronMissile 1268 ProjectileDetonationFX = None ; not used for this weapon (it's "special") 1269 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1270 DelayBetweenShots = 0 ; not used for this weapon (it's "special") 1271 ClipSize = 1 ; not used for this weapon (it's "special") 1272 ClipReloadTime = 0 ; not used for this weapon (it's "special") 1273 AutoReloadsClip = No ; not used for this weapon (it's "special") 1274 End 1275 1276 ;------------------------------------------------------------------------------ 1277 Weapon ScudStormWeapon 1278 PrimaryDamage = 0 ; not used for this weapon (it's "special") 1279 PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") 1280 AttackRange = 999999 ; not used for this weapon (it's "special") 1281 DamageType = EXPLOSION ; not used for this weapon (it's "special") 1282 DeathType = EXPLODED 1283 WeaponSpeed = 99999 ; not used for this weapon (it's "special") 1284 ProjectileObject = ScudStormMissile 1285 ProjectileExhaust = ScudMissileExhaust 1286 FireFX = WeaponFX_ScudStormMissile 1287 FireSound = ScudStormLaunch 1288 ProjectileDetonationFX = ScudStormMissileDetonation 1289 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1290 DelayBetweenShots = Min:100 Max:1000 1291 ClipSize = 9 1292 ClipReloadTime = 10000 ; give it time to sink into the ground 1293 AutoReloadsClip = Yes 1294 ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below 1295 1296 ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots 1297 ; These specific points are an even distribution simulating a 150 ScatterRadius. 1298 ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots 1299 ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. 1300 1301 ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below 1302 ScatterTarget = X: 0.000 Y: 0.133 1303 ScatterTarget = X: 0.133 Y:-0.200 1304 ScatterTarget = X:-0.067 Y: 0.667 1305 ScatterTarget = X: 0.300 Y: 0.300 1306 ScatterTarget = X: 0.767 Y: 0.000 1307 ScatterTarget = X: 0.500 Y:-0.567 1308 ScatterTarget = X:-0.333 Y:-0.800 1309 ScatterTarget = X:-0.600 Y:-0.1333 1310 ScatterTarget = X:-0.567 Y: 0.433 1311 1312 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) 1313 PreAttackType = PER_CLIP ; Do the delay the first shot of each clip 1314 AcceptableAimDelta = 180 ; Don't need to turn at all. 1315 1316 ; note, these only apply to units that aren't the explicit target 1317 ; (ie, units that just happen to "get in the way"... projectiles 1318 ; always collide with the Designated Target, regardless of these flags 1319 ProjectileCollidesWith = STRUCTURES 1320 End 1321 1322 ;------------------------------------------------------------------------------ 1323 Weapon ScudStormDamageWeapon 1324 PrimaryDamage = 600.0 1325 PrimaryDamageRadius = 50.0 1326 SecondaryDamage = 200.0 ;50.0 1327 SecondaryDamageRadius = 200.0 1328 AttackRange = 200.0 1329 DamageType = EXPLOSION 1330 DeathType = EXPLODED 1331 WeaponSpeed = 600 ; dist/sec 1332 FireFX = ScudStormMissileDetonation 1333 FireOCL = OCL_PoisonFieldLarge ; So this weapon will do normal damage, and create this object 1334 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1335 DelayBetweenShots = 0 ; time between shots, msec 1336 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1337 ClipReloadTime = 0 ; how long to reload a Clip, msec 1338 End 1339 1340 ;------------------------------------------------------------------------------ 1341 ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- 1342 ;------------------------------------------------------------------------------ 1343 1344 ;------------------------------------------------------------------------------ 1345 Weapon ScudStormDamageWeaponUpgraded 1346 PrimaryDamage = 600.0 1347 PrimaryDamageRadius = 50.0 1348 SecondaryDamage = 200.0 1349 SecondaryDamageRadius = 200.0 1350 AttackRange = 200.0 1351 DamageType = EXPLOSION 1352 DeathType = EXPLODED 1353 WeaponSpeed = 600 ; dist/sec 1354 FireFX = ScudStormMissileDetonation 1355 FireOCL = OCL_PoisonFieldUpgradedLarge ; So this weapon will do normal damage, and create this object 1356 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1357 DelayBetweenShots = 0 ; time between shots, msec 1358 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1359 ClipReloadTime = 0 ; how long to reload a Clip, msec 1360 End 1361 1362 ;------------------------------------------------------------------------------ 1363 Weapon AuroraBombWeaponMk2 1364 PrimaryDamage = 1200.0 1365 PrimaryDamageRadius = 40.0 1366 SecondaryDamage = 400.0 1367 SecondaryDamageRadius = 30.0 1368 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast 1369 AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. 1370 DamageType = EXPLOSION 1371 DeathType = EXPLODED 1372 WeaponSpeed = 600 1373 ProjectileObject = ScorpionMissile 1374 ProjectileExhaust = TomahawkMissileExhaust 1375 VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust 1376 FireFX = FX_TomahawkIgnition 1377 ProjectileDetonationFX = WeaponFX_NukeCannon 1378 ProjectileDetonationOCL = OCL_RadiationFieldMedium 1379 FireSound = TomahawkWeapon 1380 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1381 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1382 ClipReloadTime = 30000 ; how long to reload a Clip, msec 1383 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1384 ShowsAmmoPips = Yes 1385 1386 ; note, these only apply to units that aren't the explicit target 1387 ; (ie, units that just happen to "get in the way"... projectiles 1388 ; always collide with the Designated Target, regardless of these flags 1389 ProjectileCollidesWith = STRUCTURES 1390 End 1391 1392 ;------------------------------------------------------------------------------ 1393 Weapon AuroraBombWeapon 1394 PrimaryDamage = 400.0 1395 PrimaryDamageRadius = 20.0 1396 AttackRange = 250.0 ; this needs to be pretty high, since the Aurora moves so fast 1397 AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. 1398 DamageType = AURORA_BOMB 1399 DeathType = EXPLODED 1400 WeaponSpeed = 99999 1401 ProjectileObject = AuroraBomb 1402 FireFX = FX_AuroraBombLaunch 1403 ProjectileDetonationFX = FX_AuroraBombDetonate 1404 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1405 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 1406 ClipReloadTime = 5000 ; how long to reload a Clip, msec 1407 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1408 AntiAirborneVehicle = No 1409 ShowsAmmoPips = Yes 1410 1411 ; note, these only apply to units that aren't the explicit target 1412 ; (ie, units that just happen to "get in the way"... projectiles 1413 ; always collide with the Designated Target, regardless of these flags 1414 ProjectileCollidesWith = STRUCTURES 1415 End 1416 1417 ;------------------------------------------------------------------------------ 1418 Weapon RaptorJetMissileWeapon 1419 PrimaryDamage = 125.0 1420 PrimaryDamageRadius = 5.0 1421 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1422 AttackRange = 320 ;400.0 1423 MinimumAttackRange = 100.0 1424 AcceptableAimDelta = 30 1425 DamageType = JET_MISSILES 1426 DeathType = EXPLODED 1427 WeaponSpeed = 1000 1428 ProjectileObject = RaptorJetMissile 1429 ProjectileExhaust = MissileExhaust 1430 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1431 FireFX = None 1432 FireSound = RaptorJetMissileWeapon 1433 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1434 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1435 DelayBetweenShots = 150 1436 ClipSize = 4 1437 ClipReloadTime = 8000 1438 AutoReloadsClip = RETURN_TO_BASE 1439 ProjectileCollidesWith = STRUCTURES 1440 AntiAirborneVehicle = Yes 1441 AntiAirborneInfantry = No 1442 ShowsAmmoPips = Yes 1443 End 1444 1445 ;------------------------------------------------------------------------------ 1446 Weapon RaptorJetLaserGuidedMissileWeapon 1447 PrimaryDamage = 150.0 1448 PrimaryDamageRadius = 5.0 1449 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1450 AttackRange = 320.0 1451 MinimumAttackRange = 100.0 1452 AcceptableAimDelta = 30 1453 DamageType = JET_MISSILES 1454 DeathType = EXPLODED 1455 WeaponSpeed = 1000 1456 ProjectileObject = RaptorJetMissile 1457 ProjectileExhaust = MissileExhaust 1458 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1459 FireFX = None 1460 FireSound = RaptorJetMissileWeapon 1461 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1462 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1463 DelayBetweenShots = 150 1464 ClipSize = 4 1465 ClipReloadTime = 8000 1466 AutoReloadsClip = RETURN_TO_BASE 1467 ProjectileCollidesWith = STRUCTURES 1468 AntiAirborneVehicle = Yes 1469 AntiAirborneInfantry = No 1470 ShowsAmmoPips = Yes 1471 End 1472 1473 ;------------------------------------------------------------------------------ 1474 Weapon StealthJetMissileWeapon 1475 PrimaryDamage = 150.0 1476 PrimaryDamageRadius = 5.0 1477 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1478 AttackRange = 220 ;320.0 1479 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed 1480 DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else 1481 DeathType = EXPLODED 1482 WeaponSpeed = 1000 1483 ProjectileObject = StealthJetMissile 1484 ProjectileExhaust = MissileExhaust 1485 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1486 FireFX = None 1487 FireSound = StealthJetMissileWeapon 1488 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1489 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1490 DelayBetweenShots = 200 ; time between shots, msec 1491 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 1492 ClipReloadTime = 8000 ; how long to reload a Clip, msec 1493 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1494 ProjectileCollidesWith = STRUCTURES 1495 AntiAirborneVehicle = No 1496 AntiAirborneInfantry = No 1497 ShowsAmmoPips = Yes 1498 End 1499 1500 ;------------------------------------------------------------------------------ 1501 Weapon CINE_StealthJetMissileWeapon 1502 PrimaryDamage = 100.0 1503 PrimaryDamageRadius = 5.0 1504 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1505 AttackRange = 400 1506 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed 1507 DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else 1508 DeathType = EXPLODED 1509 WeaponSpeed = 1000 1510 ProjectileObject = StealthJetMissile 1511 ProjectileExhaust = MissileExhaust 1512 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1513 FireFX = None 1514 FireSound = StealthJetMissileWeapon 1515 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1516 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1517 DelayBetweenShots = 200 ; time between shots, msec 1518 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 1519 ClipReloadTime = 8000 ; how long to reload a Clip, msec 1520 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1521 ProjectileCollidesWith = STRUCTURES 1522 AntiAirborneVehicle = No 1523 AntiAirborneInfantry = No 1524 ShowsAmmoPips = Yes 1525 End 1526 1527 ;------------------------------------------------------------------------------ 1528 Weapon StealthJetLaserGuidedMissileWeapon 1529 PrimaryDamage = 200.0 1530 PrimaryDamageRadius = 5.0 1531 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1532 AttackRange = 220 ;320.0 1533 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed 1534 DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else 1535 DeathType = EXPLODED 1536 WeaponSpeed = 1000 1537 ProjectileObject = StealthJetMissile 1538 ProjectileExhaust = MissileExhaust 1539 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1540 FireFX = None 1541 FireSound = StealthJetMissileWeapon 1542 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1543 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1544 DelayBetweenShots = 200 ; time between shots, msec 1545 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 1546 ClipReloadTime = 8000 ; how long to reload a Clip, msec 1547 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1548 ProjectileCollidesWith = STRUCTURES 1549 AntiAirborneVehicle = No 1550 AntiAirborneInfantry = No 1551 ShowsAmmoPips = Yes 1552 End 1553 1554 ;------------------------------------------------------------------------------ 1555 Weapon DaisyCutterDetonationWeapon 1556 PrimaryDamage = 2000.0 1557 PrimaryDamageRadius = 100.0 1558 AttackRange = 100.0 1559 DamageType = EXPLOSION 1560 DeathType = EXPLODED 1561 WeaponSpeed = 99999.0 1562 ProjectileObject = NONE 1563 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1564 DelayBetweenShots = 0 ; time between shots, msec 1565 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1566 ClipReloadTime = 0 ; how long to reload a Clip, msec 1567 AutoReloadsClip = No 1568 End 1569 1570 ;------------------------------------------------------------------------------ 1571 Weapon DaisyCutterFlameWeapon 1572 PrimaryDamage = 5.0 ; Just a spot of flame to light trees on fire 1573 PrimaryDamageRadius = 100.0 1574 AttackRange = 100.0 1575 DamageType = FLAME 1576 DeathType = BURNED 1577 WeaponSpeed = 99999.0 1578 ProjectileObject = NONE 1579 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1580 DelayBetweenShots = 0 ; time between shots, msec 1581 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1582 ClipReloadTime = 0 ; how long to reload a Clip, msec 1583 AutoReloadsClip = No 1584 End 1585 1586 ;------------------------------------------------------------------------------ 1587 Weapon CarpetBombWeapon 1588 PrimaryDamage = 300.0 1589 PrimaryDamageRadius = 65.0 1590 AttackRange = 100.0 1591 DamageType = EXPLOSION 1592 DeathType = EXPLODED 1593 WeaponSpeed = 99999.0 1594 ProjectileObject = NONE 1595 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; should this affect allies? @todo srj 1596 DelayBetweenShots = 0 ; time between shots, msec 1597 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1598 ClipReloadTime = 0 ; how long to reload a Clip, msec 1599 AutoReloadsClip = No 1600 End 1601 1602 ;------------------------------------------------------------------------------ 1603 Weapon BlackMarketNukeWeapon 1604 PrimaryDamage = 800.0 1605 PrimaryDamageRadius = 100.0 1606 AttackRange = 100.0 1607 DamageType = EXPLOSION 1608 DeathType = EXPLODED 1609 WeaponSpeed = 99999.0 1610 FireOCL = OCL_RadiationFieldLarge 1611 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1612 DelayBetweenShots = 0 ; time between shots, msec 1613 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1614 ClipReloadTime = 0 ; how long to reload a Clip, msec 1615 AutoReloadsClip = No 1616 End 1617 1618 ;-------------------------------------------------------------------------------- 1619 Weapon AnthraxBombWeapon 1620 PrimaryDamage = 200.0 1621 PrimaryDamageRadius = 100.0 1622 AttackRange = 100.0 1623 DamageType = EXPLOSION 1624 DeathType = EXPLODED 1625 WeaponSpeed = 99999.0 1626 FireOCL = OCL_PoisonFieldAnthraxBomb ; So this weapon will do normal damage, and create this object 1627 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1628 DelayBetweenShots = 0 ; time between shots, msec 1629 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1630 ClipReloadTime = 0 ; how long to reload a Clip, msec 1631 AutoReloadsClip = No 1632 End 1633 1634 ;------------------------------------------------------------------------------ 1635 Weapon PatriotMissileWeapon 1636 PrimaryDamage = 30.0 1637 PrimaryDamageRadius = 5.0 1638 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1639 AttackRange = 225.0 1640 DamageType = EXPLOSION 1641 DeathType = EXPLODED 1642 WeaponSpeed = 1 ; locomotor specifies speed. 1643 ProjectileObject = PatriotMissile 1644 ProjectileExhaust = MissileExhaust 1645 FireSound = PatriotBatteryWeapon 1646 FireFX = FX_BuggyMissileIgnition 1647 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1648 DelayBetweenShots = 250 ; time between shots, msec 1649 ClipSize = 4 ; how many shots in a Clip (0 == infinite) 1650 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1651 AutoReloadsClip = Yes 1652 AntiAirborneVehicle = No 1653 AntiAirborneInfantry = No 1654 AntiGround = Yes 1655 AntiBallisticMissile = No 1656 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1657 RequestAssistRange = 200 ; when I fire, my object will look around for things of 1658 ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. 1659 ProjectileCollidesWith = STRUCTURES 1660 End 1661 1662 ;------------------------------------------------------------------------------ 1663 Weapon PatriotMissileWeaponAir 1664 PrimaryDamage = 25.0 1665 PrimaryDamageRadius = 5.0 1666 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1667 AttackRange = 400.0 1668 DamageType = EXPLOSION 1669 DeathType = EXPLODED 1670 WeaponSpeed = 600 1671 ProjectileObject = PatriotMissile 1672 ProjectileExhaust = MissileExhaust 1673 FireFX = FX_BuggyMissileIgnition 1674 FireSound = PatriotBatteryWeapon 1675 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1676 DelayBetweenShots = 250 ; time between shots, msec 1677 ClipSize = 4 ; how many shots in a Clip (0 == infinite) 1678 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1679 AutoReloadsClip = Yes 1680 AntiAirborneVehicle = Yes 1681 AntiAirborneInfantry = Yes 1682 AntiGround = No 1683 AntiBallisticMissile = Yes 1684 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1685 RequestAssistRange = 200 ; when I fire, my object will look around for things of 1686 ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. 1687 ProjectileCollidesWith = STRUCTURES 1688 End 1689 1690 ;------------------------------------------------------------------------------ 1691 ; For use with the Assisted Targeting Update. No Assist Listing and longer range 1692 Weapon PatriotMissileAssistWeapon 1693 PrimaryDamage = 25.0 1694 PrimaryDamageRadius = 5.0 1695 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1696 AttackRange = 500.0 ; at least Regular's range + regular's request assist range 1697 DamageType = EXPLOSION ; ignored for projectile weapons 1698 DeathType = EXPLODED 1699 WeaponSpeed = 600 ; ignored for projectile weapons 1700 ProjectileObject = PatriotMissile 1701 ProjectileExhaust = MissileExhaust 1702 FireFX = FX_BuggyMissileIgnition 1703 FireSound = PatriotBatteryWeapon 1704 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1705 DelayBetweenShots = 250 ; time between shots, msec 1706 ClipSize = 4 ; how many shots in a Clip (0 == infinite) 1707 ClipReloadTime = 1000 ; how long to reload a Clip, msec 1708 AutoReloadsClip = Yes 1709 AntiAirborneVehicle = Yes 1710 AntiAirborneInfantry = Yes 1711 AntiGround = Yes 1712 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1713 ProjectileCollidesWith = STRUCTURES 1714 End 1715 1716 ;------------------------------------------------------------------------------ 1717 Weapon TunnelDefenderRocketWeapon 1718 PrimaryDamage = 40.0 1719 PrimaryDamageRadius = 5.0 1720 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1721 AttackRange = 175.0 1722 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 1723 DamageType = INFANTRY_MISSILE ; ignored for projectile weapons 1724 DeathType = EXPLODED 1725 WeaponSpeed = 600 ; ignored for projectile weapons 1726 ProjectileObject = TunnelDefenderMissile 1727 ProjectileExhaust = MissileExhaust 1728 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1729 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1730 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1731 DelayBetweenShots = 1000 ; time between shots, msec 1732 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1733 ClipReloadTime = 0 ; how long to reload a Clip, msec 1734 AutoReloadsClip = Yes 1735 FireSound = RPGTrooperWeapon 1736 FireFX = None 1737 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1738 ProjectileCollidesWith = STRUCTURES 1739 AntiAirborneVehicle = Yes 1740 AntiAirborneInfantry = Yes 1741 AntiAirborneVehicle = Yes 1742 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1743 End 1744 1745 ;------------------------------------------------------------------------------ 1746 ;Also known as the RocketBuggyWeapon for those of you doing a search for it. 1747 Weapon BuggyRocketWeapon 1748 PrimaryDamage = 40.0 1749 PrimaryDamageRadius = 0.0 1750 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1751 SecondaryDamage = 5.0 1752 SecondaryDamageRadius = 10.0 1753 AttackRange = 300.0 1754 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 1755 DamageType = EXPLOSION ; ignored for projectile weapons 1756 DeathType = EXPLODED 1757 WeaponSpeed = 600 ; ignored for projectile weapons 1758 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1759 ProjectileObject = RocketBuggyMissile 1760 ProjectileExhaust = MissileExhaust 1761 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1762 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1763 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1764 DelayBetweenShots = 200 ; time between shots, msec 1765 ClipSize = 6 ; how many shots in a Clip (0 == infinite) 1766 ClipReloadTime = 6000 ; how long to reload a Clip, msec 1767 AutoReloadsClip = Yes 1768 FireFX = FX_BuggyMissileIgnition 1769 FireSound = RocketBuggyWeapon 1770 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1771 ProjectileCollidesWith = STRUCTURES 1772 End 1773 ;------------------------------------------------------------------------------ 1774 ;Also known as the RocketBuggyWeapon for those of you doing a search for it. 1775 Weapon CINE_BuggyRocketWeapon 1776 PrimaryDamage = 40.0 1777 PrimaryDamageRadius = 0.0 1778 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1779 SecondaryDamage = 5.0 1780 SecondaryDamageRadius = 10.0 1781 AttackRange = 300.0 1782 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 1783 DamageType = EXPLOSION ; ignored for projectile weapons 1784 DeathType = EXPLODED 1785 WeaponSpeed = 600 ; ignored for projectile weapons 1786 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1787 ProjectileObject = RocketBuggyMissile 1788 ProjectileExhaust = MissileExhaust 1789 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1790 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1791 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1792 DelayBetweenShots = 200 ; time between shots, msec 1793 ClipSize = 6 ; how many shots in a Clip (0 == infinite) 1794 ClipReloadTime = 6000 ; how long to reload a Clip, msec 1795 AutoReloadsClip = Yes 1796 FireFX = FX_BuggyMissileIgnition 1797 FireSound = RocketBuggyWeapon 1798 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1799 ProjectileCollidesWith = STRUCTURES 1800 End 1801 1802 ;------------------------------------------------------------------------------ 1803 Weapon BuggyRocketWeaponUpgraded 1804 PrimaryDamage = 40.0 1805 PrimaryDamageRadius = 5.0 1806 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1807 SecondaryDamage = 10.0 1808 SecondaryDamageRadius = 10.0 1809 AttackRange = 300.0 1810 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 1811 DamageType = EXPLOSION ; ignored for projectile weapons 1812 DeathType = EXPLODED 1813 WeaponSpeed = 600 ; ignored for projectile weapons 1814 ProjectileObject = RocketBuggyMissile 1815 ProjectileExhaust = MissileExhaust 1816 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1817 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1818 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1819 ScatterRadius = 10 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1820 DelayBetweenShots = 150 ; time between shots, msec 1821 ClipSize = 12 ; how many shots in a Clip (0 == infinite) 1822 ClipReloadTime = 5000 ; how long to reload a Clip, msec 1823 AutoReloadsClip = Yes 1824 FireFX = FX_BuggyMissileIgnition 1825 FireSound = RocketBuggyWeapon 1826 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1827 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1828 ProjectileCollidesWith = STRUCTURES 1829 End 1830 1831 ;------------------------------------------------------------------------------ 1832 Weapon StingerMissileWeapon 1833 PrimaryDamage = 20.0 1834 PrimaryDamageRadius = 5.0 1835 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1836 AttackRange = 225.0 1837 DamageType = EXPLOSION ; ignored for projectile weapons 1838 DeathType = EXPLODED 1839 WeaponSpeed = 750 ; ignored for projectile weapons 1840 ProjectileObject = StingerMissile 1841 ProjectileExhaust = MissileExhaust 1842 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1843 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1844 DelayBetweenShots = 0 ; time between shots, msec 1845 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1846 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1847 AutoReloadsClip = Yes 1848 FireFX = FX_StingerMissileIgnition 1849 FireSound = StingerMissileWeapon 1850 ProjectileDetonationFX = WeaponFX_StingerMissileDetonation 1851 AntiAirborneVehicle = No 1852 AntiAirborneInfantry = No 1853 AntiGround = Yes 1854 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1855 1856 1857 ; note, these only apply to units that aren't the explicit target 1858 ; (ie, units that just happen to "get in the way"... projectiles 1859 ; always collide with the Designated Target, regardless of these flags 1860 ProjectileCollidesWith = STRUCTURES 1861 End 1862 1863 ;------------------------------------------------------------------------------ 1864 Weapon CINE_StingerMissileWeapon 1865 PrimaryDamage = 20.0 1866 PrimaryDamageRadius = 5.0 1867 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1868 AttackRange = 2250.0 1869 DamageType = EXPLOSION ; ignored for projectile weapons 1870 DeathType = EXPLODED 1871 WeaponSpeed = 750 ; ignored for projectile weapons 1872 ProjectileObject = StingerMissile 1873 ProjectileExhaust = MissileExhaust 1874 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1875 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1876 DelayBetweenShots = 0 ; time between shots, msec 1877 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1878 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1879 AutoReloadsClip = Yes 1880 FireFX = FX_StingerMissileIgnition 1881 FireSound = StingerMissileWeapon 1882 ProjectileDetonationFX = WeaponFX_StingerMissileDetonation 1883 AntiAirborneVehicle = No 1884 AntiAirborneInfantry = No 1885 AntiGround = Yes 1886 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1887 1888 1889 ; note, these only apply to units that aren't the explicit target 1890 ; (ie, units that just happen to "get in the way"... projectiles 1891 ; always collide with the Designated Target, regardless of these flags 1892 ProjectileCollidesWith = STRUCTURES 1893 End 1894 1895 ;------------------------------------------------------------------------------ 1896 Weapon StingerMissileWeaponAir 1897 PrimaryDamage = 30.0 1898 PrimaryDamageRadius = 10.0 1899 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1900 AttackRange = 400.0 1901 DamageType = EXPLOSION ; ignored for projectile weapons 1902 DeathType = EXPLODED 1903 WeaponSpeed = 600 ; ignored for projectile weapons 1904 ProjectileObject = StingerMissile 1905 ProjectileExhaust = MissileExhaust 1906 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1907 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1908 DelayBetweenShots = 0 ; time between shots, msec 1909 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1910 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1911 AutoReloadsClip = Yes 1912 FireFX = FX_StingerMissileIgnition 1913 FireSound = StingerMissileWeapon 1914 ProjectileDetonationFX = WeaponFX_StingerMissileDetonation 1915 AntiAirborneVehicle = Yes 1916 AntiAirborneInfantry = No 1917 AntiGround = No 1918 AntiBallisticMissile = Yes 1919 1920 ; note, these only apply to units that aren't the explicit target 1921 ; (ie, units that just happen to "get in the way"... projectiles 1922 ; always collide with the Designated Target, regardless of these flags 1923 ProjectileCollidesWith = STRUCTURES 1924 End 1925 1926 ;------------------------------------------------------------------------------ 1927 Weapon ScorpionMissileWeapon 1928 PrimaryDamage = 400.0 1929 PrimaryDamageRadius = 5.0 1930 SecondaryDamage = 80.0 1931 SecondaryDamageRadius = 25.0 1932 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1933 AttackRange = 200.0 1934 MinimumAttackRange = 40.0 1935 DamageType = EXPLOSION ; ignored for projectile weapons 1936 DeathType = EXPLODED 1937 WeaponSpeed = 600 ; ignored for projectile weapons 1938 ProjectileObject = ScorpionMissile 1939 ProjectileExhaust = MissileExhaust 1940 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1941 FireFX = FX_BuggyMissileIgnition 1942 FireSound = ScorpionMissileWeapon 1943 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1944 ;Removed - 9/28 - DB 1945 ; ScatterRadius = 10 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1946 DelayBetweenShots = 200 ; time between shots, msec 1947 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1948 ClipReloadTime = 10000 ; how long to reload a Clip, msec 1949 AutoReloadsClip = Yes 1950 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1951 1952 ; note, these only apply to units that aren't the explicit target 1953 ; (ie, units that just happen to "get in the way"... projectiles 1954 ; always collide with the Designated Target, regardless of these flags 1955 ProjectileCollidesWith = STRUCTURES 1956 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 1957 End 1958 1959 ;------------------------------------------------------------------------------ 1960 Weapon SuicideDynamitePack 1961 PrimaryDamage = 500.0 ;was 150.0 1962 PrimaryDamageRadius = 18.0 ;was 6.0 1963 SecondaryDamage = 300.0 ;was 30.0 1964 SecondaryDamageRadius = 50.0 ;was 25.0 1965 AttackRange = 5.0 ; must be very close to use this weapon! 1966 DamageType = EXPLOSION 1967 DeathType = SUICIDED 1968 WeaponSpeed = 99999.0 1969 ProjectileObject = NONE 1970 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 1971 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR 1972 DelayBetweenShots = 0 1973 ClipSize = 1 1974 ClipReloadTime = 0 1975 AutoReloadsClip = No 1976 FireFX = WeaponFX_SuicideDynamitePackDetonation 1977 FireSound = CarBomberDie 1978 End 1979 1980 ;------------------------------------------------------------------------------ 1981 Weapon SuicideCarBomb 1982 PrimaryDamage = 700.0 1983 PrimaryDamageRadius = 20.0 1984 SecondaryDamage = 100.0 1985 SecondaryDamageRadius = 50.0 1986 AttackRange = 5.0 ; must be very close to use this weapon! 1987 DamageType = EXPLOSION 1988 DeathType = SUICIDED 1989 WeaponSpeed = 99999.0 1990 ProjectileObject = NONE 1991 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 1992 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS 1993 DelayBetweenShots = 0 1994 ClipSize = 1 1995 ClipReloadTime = 0 1996 AutoReloadsClip = No 1997 FireFX = WeaponFX_SuicideDynamitePackDetonation 1998 FireSound = CarBomberDie 1999 End 2000 2001 ;------------------------------------------------------------------------------ 2002 ;****************************Required For CHI01 INTRO************************** 2003 Weapon CINEConvoyNuke 2004 PrimaryDamage = 800.0 2005 PrimaryDamageRadius = 100.0 2006 AttackRange = 5.0 2007 DamageType = EXPLOSION 2008 DeathType = SUICIDED 2009 WeaponSpeed = 99999.0 2010 ProjectileObject = NONE 2011 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 2012 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS 2013 DelayBetweenShots = 0 2014 ClipSize = 1 2015 ClipReloadTime = 0 2016 AutoReloadsClip = No 2017 FireFX = WeaponFX_CINEConvoyNuke 2018 FireSound = CarBomberDie 2019 End 2020 2021 ;------------------------------------------------------------------------------ 2022 Weapon HijackVehicle 2023 PrimaryDamage = 0.0 2024 PrimaryDamageRadius = 0.0 2025 AttackRange = 5.0 ; must be very close to use this weapon! 2026 DamageType = KILL_PILOT 2027 DeathType = NORMAL 2028 WeaponSpeed = 99999.0 2029 FireFX = WeaponFX_GenericMachineGunFire 2030 FireSound = RebelWeapon 2031 ProjectileObject = NONE 2032 DelayBetweenShots = 0 2033 ClipSize = 0 2034 ClipReloadTime = 0 2035 AutoReloadsClip = No 2036 End 2037 2038 ;------------------------------------------------------------------------------ 2039 Weapon BlackLotusBuildingCaptureHack 2040 LeechRangeWeapon = Yes 2041 PrimaryDamage = 0.0 2042 PrimaryDamageRadius = 0.01 2043 AttackRange = 325 2044 DamageType = HACK 2045 DeathType = NORMAL 2046 WeaponSpeed = 600 ; dist/sec 2047 WeaponRecoil = 0 ; angle to deflect the model when firing 2048 ProjectileObject = DragonTankFlameProjectile 2049 FireFX = WeaponFX_DragonTankFlameWeapon 2050 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2051 FireSound = DragonTankWeaponLoop 2052 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2053 DelayBetweenShots = 40 ; time between shots, msec 2054 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2055 ClipReloadTime = 40 ; how long to reload a Clip, msec 2056 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2057 2058 End 2059 2060 ;------------------------------------------------------------------------------ 2061 Weapon BlackLotusVehicleDisableHack 2062 LeechRangeWeapon = Yes 2063 PrimaryDamage = 0.0 2064 PrimaryDamageRadius = 0.01 2065 AttackRange = 150.0 2066 DamageType = HACK 2067 DeathType = NORMAL 2068 WeaponSpeed = 600 ; dist/sec 2069 WeaponRecoil = 0 ; angle to deflect the model when firing 2070 ProjectileObject = DragonTankFlameProjectile 2071 FireFX = WeaponFX_DragonTankFlameWeapon 2072 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2073 FireSound = DragonTankWeaponLoop 2074 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2075 DelayBetweenShots = 40 ; time between shots, msec 2076 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2077 ClipReloadTime = 40 ; how long to reload a Clip, msec 2078 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2079 End 2080 2081 ;------------------------------------------------------------------------------ 2082 Weapon BlackLotusStealCashHack 2083 LeechRangeWeapon = Yes 2084 PrimaryDamage = 0.0 2085 PrimaryDamageRadius = 0.01 2086 AttackRange = 75.0 2087 DamageType = HACK 2088 DeathType = NORMAL 2089 WeaponSpeed = 600 ; dist/sec 2090 WeaponRecoil = 0 ; angle to deflect the model when firing 2091 ProjectileObject = DragonTankFlameProjectile 2092 FireFX = WeaponFX_DragonTankFlameWeapon 2093 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2094 FireSound = DragonTankWeaponLoop 2095 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2096 DelayBetweenShots = 40 ; time between shots, msec 2097 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2098 ClipReloadTime = 40 ; how long to reload a Clip, msec 2099 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2100 End 2101 2102 2103 ;------------------------------------------------------------------------------ 2104 2105 Weapon HackerDisableBuildingHack 2106 LeechRangeWeapon = Yes 2107 PrimaryDamage = 0.0 2108 PrimaryDamageRadius = 0.01 2109 AttackRange = 35.0 2110 DamageType = HACK 2111 DeathType = NORMAL 2112 WeaponSpeed = 600 ; dist/sec 2113 WeaponRecoil = 0 ; angle to deflect the model when firing 2114 ProjectileObject = DragonTankFlameProjectile 2115 FireFX = WeaponFX_DragonTankFlameWeapon 2116 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2117 FireSound = DragonTankWeaponLoop 2118 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2119 DelayBetweenShots = 40 ; time between shots, msec 2120 ClipSize = 3000 ; how many shots in a Clip (0 == infinite) 2121 ClipReloadTime = 10 ; how long to reload a Clip, msec 2122 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2123 End 2124 2125 ;------------------------------------------------------------------------------ 2126 ;This weapon fires standard anti-tank missiles at range 2127 ;------------------------------------------------------------------------------ 2128 Weapon ChinaInfantryTankHunterMissileLauncher 2129 PrimaryDamage = 40.0 2130 PrimaryDamageRadius = 5.0 2131 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2132 AttackRange = 175.0 2133 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 2134 DamageType = INFANTRY_MISSILE ;ignored for projectile weapons 2135 DeathType = EXPLODED 2136 WeaponSpeed = 600 ; ignored for projectile weapons 2137 ProjectileObject = TankHunterMissile 2138 ProjectileExhaust = MissileExhaust 2139 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 2140 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2141 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 2142 DelayBetweenShots = 1000 ; time between shots, msec 2143 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2144 ClipReloadTime = 0 ; how long to reload a Clip, msec 2145 AutoReloadsClip = Yes 2146 FireSound = TankHunterWeapon 2147 FireFX = FX_BuggyMissileIgnition 2148 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 2149 2150 AntiAirborneVehicle = Yes 2151 AntiAirborneInfantry = Yes 2152 2153 ; note, these only apply to units that aren't the explicit target 2154 ; (ie, units that just happen to "get in the way"... projectiles 2155 ; always collide with the Designated Target, regardless of these flags 2156 ProjectileCollidesWith = STRUCTURES 2157 End 2158 2159 ;------------------------------------------------------------------------------ 2160 Weapon TNTDetonationWeapon ;Created by tankhunters 2161 PrimaryDamage = 2000.0 2162 PrimaryDamageRadius = 10.0 2163 SecondaryDamage = 200.0 2164 SecondaryDamageRadius = 50.0 2165 AttackRange = 5.0 2166 DamageType = EXPLOSION 2167 DeathType = EXPLODED 2168 WeaponSpeed = 99999.0 2169 ProjectileObject = NONE 2170 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 2171 DelayBetweenShots = 0 ; time between shots, msec 2172 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2173 ClipReloadTime = 0 ; how long to reload a Clip, msec 2174 AutoReloadsClip = No 2175 End 2176 2177 ;------------------------------------------------------------------------------ 2178 Weapon BurtonC4ChargeWeapon 2179 LeechRangeWeapon = Yes 2180 PrimaryDamage = 2000.0 2181 PrimaryDamageRadius = 25.0 2182 SecondaryDamage = 150.0 2183 SecondaryDamageRadius = 75.0 2184 AttackRange = 5.0 2185 DamageType = EXPLOSION 2186 DeathType = EXPLODED 2187 WeaponSpeed = 99999.0 2188 ProjectileObject = NONE 2189 FireSound = WorkerVoiceSurrender 2190 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 2191 DelayBetweenShots = 0 ; time between shots, msec 2192 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2193 ClipReloadTime = 0 ; how long to reload a Clip, msec 2194 AutoReloadsClip = No 2195 End 2196 2197 ;------------------------------------------------------------------------------ 2198 Weapon RangerFlashBangGrenadeWeapon 2199 PrimaryDamage = 25.0 2200 PrimaryDamageRadius = 10.0 2201 SecondaryDamage = 10.0 2202 SecondaryDamageRadius = 40.0 2203 AttackRange = 200.0 2204 MinimumAttackRange = 10.0 2205 DamageType = SURRENDER 2206 DeathType = NORMAL 2207 WeaponSpeed = 120 2208 ProjectileObject = RangerFlashBangGrenade 2209 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2210 FireSound = RangerFlashBangWeapon 2211 ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 2212 DelayBetweenShots = 0 ; time between shots, msec 2213 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2214 ClipReloadTime = 2000 ; how long to reload a Clip, msec 2215 AutoReloadsClip = Yes 2216 ProjectileDetonationFX = WeaponFX_RangerFlashBangGrenadeDetonation 2217 ProjectileCollidesWith = STRUCTURES WALLS 2218 AllowAttackGarrisonedBldgs = Yes 2219 End 2220 2221 ;------------------------------------------------------------------------------ 2222 Weapon PTBoatGun 2223 PrimaryDamage = 30.0 2224 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2225 AttackRange = 120.0 2226 DamageType = SMALL_ARMS 2227 DeathType = NORMAL 2228 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2229 ProjectileObject = NONE 2230 FireFX = WeaponFX_TechnicalGunFire 2231 FireSound = TechnicalWeapon 2232 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2233 DelayBetweenShots = 500 ; time between shots, msec 2234 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2235 ClipReloadTime = 0 ; how long to reload a Clip, msec 2236 End 2237 2238 ;------------------------------------------------------------------------------ 2239 Weapon TechnicalMachineGunWeapon 2240 PrimaryDamage = 8.0 2241 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2242 AttackRange = 120.0 2243 DamageType = COMANCHE_VULCAN 2244 DeathType = NORMAL 2245 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2246 ProjectileObject = NONE 2247 FireFX = WeaponFX_TechnicalGunFire 2248 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2249 FireSound = TechnicalWeapon 2250 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2251 DelayBetweenShots = 200 ; time between shots, msec 2252 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2253 ClipReloadTime = 0 ; how long to reload a Clip, msec 2254 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2255 End 2256 2257 ;------------------------------------------------------------------------------ 2258 ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- 2259 ;------------------------------------------------------------------------------ 2260 2261 ;------------------------------------------------------------------------------ 2262 Weapon TechnicalRPGWeapon 2263 PrimaryDamage = 50.0 2264 PrimaryDamageRadius = 5.0 2265 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. 2266 AttackRange = 150.0 2267 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 2268 DamageType = EXPLOSION ; ignored for projectile weapons 2269 DeathType = EXPLODED 2270 ProjectileObject = TechnicalRPGMissile 2271 ProjectileExhaust = InfantryStingerMissileExhaust 2272 VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust 2273 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2274 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 2275 DelayBetweenShots = 1000 ; time between shots, msec 2276 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2277 ClipReloadTime = 0 ; how long to reload a Clip, msec 2278 AutoReloadsClip = Yes 2279 FireSound = TunnelRocketWeapon 2280 FireFX = None 2281 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 2282 ProjectileCollidesWith = STRUCTURES 2283 AntiAirborneVehicle = No 2284 AntiAirborneInfantry = No 2285 End 2286 2287 ;------------------------------------------------------------------------------ 2288 Weapon QuadCannonGun 2289 PrimaryDamage = 10.0 2290 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2291 AttackRange = 150.0 2292 DamageType = SMALL_ARMS 2293 DeathType = NORMAL 2294 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2295 ProjectileObject = NONE 2296 FireFX = WeaponFX_QuadCannonGunFire 2297 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2298 FireSound = QuadCannonWeapon 2299 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2300 DelayBetweenShots = 100 ;500 ; time between shots, msec 2301 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2302 ClipReloadTime = 0 ; how long to reload a Clip, msec 2303 AntiAirborneVehicle = No 2304 AntiAirborneInfantry = No 2305 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2306 End 2307 2308 ;------------------------------------------------------------------------------ 2309 Weapon QuadCannonGunAir 2310 PrimaryDamage = 5.0 2311 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2312 AttackRange = 350.0 2313 DamageType = SMALL_ARMS 2314 DeathType = NORMAL 2315 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2316 ProjectileObject = NONE 2317 FireFX = WeaponFX_QuadCannonGunFire 2318 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2319 FireSound = QuadCannonWeapon 2320 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2321 DelayBetweenShots = 100 ;500 ; time between shots, msec 2322 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2323 ClipReloadTime = 0 ; how long to reload a Clip, msec 2324 AntiAirborneVehicle = Yes 2325 AntiAirborneInfantry = Yes 2326 AntiGround = No 2327 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2328 End 2329 2330 ;------------------------------------------------------------------------------ 2331 Weapon QuadCannonGunUpgradeOne 2332 PrimaryDamage = 8.0 2333 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2334 AttackRange = 150.0 2335 DamageType = SMALL_ARMS 2336 DeathType = NORMAL 2337 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2338 ProjectileObject = NONE 2339 FireFX = WeaponFX_QuadCannonGunFire 2340 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2341 FireSound = QuadCannonWeapon 2342 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2343 DelayBetweenShots = 50 ;250 ; time between shots, msec 2344 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2345 ClipReloadTime = 0 ; how long to reload a Clip, msec 2346 AntiAirborneVehicle = No 2347 AntiAirborneInfantry = No 2348 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2349 End 2350 2351 ;------------------------------------------------------------------------------ 2352 Weapon QuadCannonGunUpgradeOneAir 2353 PrimaryDamage = 5.0 2354 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2355 AttackRange = 350.0 2356 DamageType = SMALL_ARMS 2357 DeathType = NORMAL 2358 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2359 ProjectileObject = NONE 2360 FireFX = WeaponFX_QuadCannonGunFire 2361 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2362 FireSound = QuadCannonWeapon 2363 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2364 DelayBetweenShots = 50 ;250 ; time between shots, msec 2365 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2366 ClipReloadTime = 0 ; how long to reload a Clip, msec 2367 AntiAirborneVehicle = Yes 2368 AntiAirborneInfantry = Yes 2369 AntiGround = No 2370 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2371 End 2372 2373 ;------------------------------------------------------------------------------ 2374 Weapon QuadCannonGunUpgradeTwo 2375 PrimaryDamage = 8.0 2376 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2377 AttackRange = 150.0 2378 DamageType = SMALL_ARMS 2379 DeathType = NORMAL 2380 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2381 ProjectileObject = NONE 2382 FireFX = WeaponFX_QuadCannonGunFire 2383 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2384 FireSound = QuadCannonWeapon 2385 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2386 DelayBetweenShots = 25 ;125 ; time between shots, msec 2387 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2388 ClipReloadTime = 0 ; how long to reload a Clip, msec 2389 AntiAirborneVehicle = No 2390 AntiAirborneInfantry = No 2391 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2392 End 2393 2394 ;------------------------------------------------------------------------------ 2395 Weapon QuadCannonGunUpgradeTwoAir 2396 PrimaryDamage = 5.0 2397 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2398 AttackRange = 350.0 2399 DamageType = SMALL_ARMS 2400 DeathType = NORMAL 2401 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2402 ProjectileObject = NONE 2403 FireFX = WeaponFX_QuadCannonGunFire 2404 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2405 FireSound = QuadCannonWeapon 2406 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2407 DelayBetweenShots = 25 ;125 ; time between shots, msec 2408 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2409 ClipReloadTime = 0 ; how long to reload a Clip, msec 2410 AntiAirborneVehicle = Yes 2411 AntiAirborneInfantry = Yes 2412 AntiGround = No 2413 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2414 End 2415 2416 ;------------------------------------------------------------------------------ 2417 Weapon SuicideBomb 2418 PrimaryDamage = 300.0 2419 PrimaryDamageRadius = 10.0 2420 SecondaryDamage = 60.0 2421 SecondaryDamageRadius = 50.0 2422 LeechRangeWeapon = Yes ; so if it gets in range of a unit moving away from it, it still detonates. jba. 2423 AttackRange = 5.0 ; must be very close to use this weapon! 2424 DamageType = EXPLOSION 2425 DeathType = SUICIDED 2426 WeaponSpeed = 99999.0 2427 ProjectileObject = NONE 2428 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 2429 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS 2430 DelayBetweenShots = 0 2431 ClipSize = 1 2432 ClipReloadTime = 0 2433 AutoReloadsClip = No 2434 FireFX = WeaponFX_SuicideDynamitePackDetonation 2435 FireSound = Explosion 2436 End 2437 2438 ;------------------------------------------------------------------------------ 2439 Weapon NuclearTankDeathWeapon 2440 PrimaryDamage = 25.0 2441 PrimaryDamageRadius = 25.0 2442 SecondaryDamage = 10.0 2443 SecondaryDamageRadius = 75.0 2444 AttackRange = 100.0 2445 DamageType = EXPLOSION 2446 DeathType = EXPLODED 2447 WeaponSpeed = 99999.0 2448 ProjectileObject = NONE 2449 FireFX = WeaponFX_NapalmMissileDetonation 2450 FireOCL = OCL_RadiationFieldSmall 2451 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2452 DelayBetweenShots = 0 ; time between shots, msec 2453 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2454 ClipReloadTime = 0 ; how long to reload a Clip, msec 2455 AutoReloadsClip = No 2456 AntiGround = Yes 2457 DamageDealtAtSelfPosition = Yes 2458 End 2459 2460 ;------------------------------------------------------------------------------ 2461 Weapon ChinaPowerPlantDeathWeapon 2462 PrimaryDamage = 400.0 2463 PrimaryDamageRadius = 50.0 2464 SecondaryDamage = 50.0 2465 SecondaryDamageRadius = 100.0 2466 AttackRange = 100.0 2467 DamageType = EXPLOSION 2468 DeathType = EXPLODED 2469 WeaponSpeed = 99999.0 2470 FireFX = FX_ChinaPowerPlantDeath 2471 FireOCL = OCL_RadiationFieldMedium 2472 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2473 DelayBetweenShots = 0 ; time between shots, msec 2474 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2475 ClipReloadTime = 0 ; how long to reload a Clip, msec 2476 AutoReloadsClip = No 2477 End 2478 2479 ;------------------------------------------------------------------------------ 2480 Weapon TomahawkMissileWeapon 2481 PrimaryDamage = 300.0 2482 PrimaryDamageRadius = 10.0 2483 SecondaryDamage = 50.0 2484 SecondaryDamageRadius = 25.0 2485 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2486 AttackRange = 350.0 2487 PreAttackDelay = 250 2488 PreAttackType = PER_SHOT ; Do the delay every single shot 2489 MinimumAttackRange = 100.0 2490 DamageType = EXPLOSION 2491 DeathType = EXPLODED 2492 FireFX = FX_TomahawkIgnition 2493 ProjectileObject = TomahawkMissile 2494 ProjectileExhaust = TomahawkMissileExhaust 2495 VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust 2496 ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation 2497 ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation 2498 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 2499 FireSound = TomahawkWeapon 2500 DelayBetweenShots = 1 2501 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2502 ClipReloadTime = 7000 ; how long to reload a Clip, msec 2503 ; Uses a clip of one to get the Reloading modelcondition 2504 CapableOfFollowingWaypoints = Yes 2505 2506 ; note, these only apply to units that aren't the explicit target 2507 ; (ie, units that just happen to "get in the way"... projectiles 2508 ; always collide with the Designated Target, regardless of these flags 2509 ProjectileCollidesWith = STRUCTURES 2510 End 2511 2512 ;------------------------------------------------------------------------------ 2513 Weapon AmbulanceCleanHazardWeapon 2514 PrimaryDamage = 100.0 2515 PrimaryDamageRadius = 50.0 2516 AttackRange = 100.0 2517 2518 ;This breaks (deadlocks) the AI when ambulance is on top of a "toxic point" to attack. 2519 ;MinimumAttackRange = 10.0 2520 2521 DamageType = HAZARD_CLEANUP 2522 DeathType = NORMAL 2523 WeaponSpeed = 600 ; dist/sec 2524 WeaponRecoil = 0 ; angle to deflect the model when firing 2525 ProjectileObject = CleanupStreamProjectile 2526 FireFX = WeaponFX_CleanupFireWeapon 2527 ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation 2528 FireSound = ToxinTractorWeaponLoop 2529 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2530 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2531 DelayBetweenShots = 40 ; time between shots, msec 2532 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2533 ClipReloadTime = 40 ; how long to reload a Clip, msec 2534 ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2535 2536 ; note, these only apply to units that aren't the explicit target 2537 ; (ie, units that just happen to "get in the way"... projectiles 2538 ; always collide with the Designated Target, regardless of these flags 2539 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2540 End 2541 2542 ;------------------------------------------------------------------------------ 2543 Weapon BioHazardTechCleanHazardWeapon 2544 PrimaryDamage = 4.0 2545 PrimaryDamageRadius = 25.0 2546 AttackRange = 100.0 2547 MinimumAttackRange = 10.0 2548 DamageType = HAZARD_CLEANUP 2549 DeathType = NORMAL 2550 WeaponSpeed = 600 ; dist/sec 2551 WeaponRecoil = 0 ; angle to deflect the model when firing 2552 ProjectileObject = BioHazardCleanupStreamProjectile 2553 FireFX = WeaponFX_CleanupFireWeapon 2554 ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation 2555 FireSound = ToxinTractorWeaponLoop 2556 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2557 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2558 DelayBetweenShots = 40 ; time between shots, msec 2559 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2560 ClipReloadTime = 40 ; how long to reload a Clip, msec 2561 ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2562 2563 ; note, these only apply to units that aren't the explicit target 2564 ; (ie, units that just happen to "get in the way"... projectiles 2565 ; always collide with the Designated Target, regardless of these flags 2566 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2567 End 2568 2569 ;------------------------------------------------------------------------------ 2570 Weapon DragonTankFlameWeapon 2571 PrimaryDamage = 20.0 2572 PrimaryDamageRadius = 5.0 2573 SecondaryDamage = 1.0 2574 SecondaryDamageRadius = 10.0 2575 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2576 AttackRange = 175.0 2577 MinimumAttackRange = 0; 10.0 2578 DamageType = FLAME 2579 DeathType = BURNED 2580 WeaponSpeed = 600 ; dist/sec 2581 WeaponRecoil = 0 ; angle to deflect the model when firing 2582 ProjectileObject = DragonTankFlameProjectile 2583 FireFX = WeaponFX_DragonTankFlameWeapon 2584 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2585 FireSound = DragonTankWeaponLoop 2586 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2587 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2588 DelayBetweenShots = 40 ; time between shots, msec 2589 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2590 ClipReloadTime = 40 ; how long to reload a Clip, msec 2591 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2592 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2593 AllowAttackGarrisonedBldgs = Yes 2594 End 2595 2596 ;------------------------------------------------------------------------------ 2597 Weapon DragonTankFireWallWeapon 2598 PrimaryDamage = 25.0 2599 PrimaryDamageRadius = 5.0 2600 SecondaryDamage = 1.0 2601 SecondaryDamageRadius = 10.0 2602 AttackRange = 25.0 ; About the range from unit to start of fire. 2603 DamageType = FLAME 2604 DeathType = BURNED 2605 WeaponSpeed = 600 ; dist/sec 2606 WeaponRecoil = 0 ; angle to deflect the model when firing 2607 ProjectileObject = DragonTankFlameProjectile 2608 FireFX = WeaponFX_DragonTankFlameWeapon 2609 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2610 ProjectileDetonationOCL = OCL_FireWallSegment 2611 FireSound = DragonTankWeaponLoop 2612 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2613 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2614 DelayBetweenShots = 40 ; time between shots, msec 2615 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2616 ClipReloadTime = 0 ; how long to reload a Clip, msec 2617 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2618 2619 ; note, these only apply to units that aren't the explicit target 2620 ; (ie, units that just happen to "get in the way"... projectiles 2621 ; always collide with the Designated Target, regardless of these flags 2622 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2623 End 2624 2625 ;------------------------------------------------------------------------------ 2626 Weapon DragonTankFlameWeaponUpgraded 2627 PrimaryDamage = 12.5 2628 PrimaryDamageRadius = 5.0 2629 SecondaryDamage = 1.25 2630 SecondaryDamageRadius = 10.0 2631 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2632 AttackRange = 175.0 2633 MinimumAttackRange = 10.0 2634 DamageType = FLAME 2635 DeathType = BURNED 2636 WeaponSpeed = 600 ; dist/sec 2637 WeaponRecoil = 0 ; angle to deflect the model when firing 2638 ProjectileObject = DragonTankFlameProjectileUpgraded 2639 FireFX = WeaponFX_DragonTankFlameWeaponUpgraded 2640 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded 2641 FireSound = DragonTankWeaponLoop 2642 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2643 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2644 DelayBetweenShots = 40 ; time between shots, msec 2645 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2646 ClipReloadTime = 0 ; how long to reload a Clip, msec 2647 ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air 2648 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2649 AllowAttackGarrisonedBldgs = Yes 2650 End 2651 2652 ;------------------------------------------------------------------------------ 2653 Weapon DragonTankFireWallWeaponUpgraded 2654 PrimaryDamage = 12.5 2655 PrimaryDamageRadius = 5.0 2656 SecondaryDamage = 1.25 2657 SecondaryDamageRadius = 10.0 2658 AttackRange = 25.0 ; About the range from unit to start of fire. 2659 DamageType = FLAME 2660 DeathType = BURNED 2661 WeaponSpeed = 600 ; dist/sec 2662 WeaponRecoil = 0 ; angle to deflect the model when firing 2663 ProjectileObject = DragonTankFlameProjectileUpgraded 2664 FireFX = WeaponFX_DragonTankFlameWeaponUpgraded 2665 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded 2666 ProjectileDetonationOCL = OCL_FireWallSegmentUpgraded 2667 FireSound = DragonTankWeaponLoop 2668 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2669 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2670 DelayBetweenShots = 40 ; time between shots, msec 2671 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2672 ClipReloadTime = 40 ; how long to reload a Clip, msec 2673 ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air 2674 2675 ; note, these only apply to units that aren't the explicit target 2676 ; (ie, units that just happen to "get in the way"... projectiles 2677 ; always collide with the Designated Target, regardless of these flags 2678 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2679 End 2680 2681 ;------------------------------------------------------------------------------ 2682 Weapon ToxinTruckGun 2683 PrimaryDamage = 10.0 2684 PrimaryDamageRadius = 10.0 2685 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2686 AttackRange = 175.0 2687 MinimumAttackRange = 0 ;20.0 2688 DamageType = POISON 2689 DeathType = POISONED 2690 WeaponSpeed = 600 ; dist/sec 2691 WeaponRecoil = 0 ; angle to deflect the model when firing 2692 ProjectileObject = ToxinTruckStreamProjectile 2693 FireFX = WeaponFX_ToxinTruckFlameWeapon 2694 ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation 2695 FireSound = ToxinTractorWeaponLoop 2696 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2697 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2698 DelayBetweenShots = 40 ; time between shots, msec 2699 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2700 ClipReloadTime = 40 ; how long to reload a Clip, msec 2701 ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2702 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2703 AllowAttackGarrisonedBldgs = Yes 2704 End 2705 2706 ;------------------------------------------------------------------------------ 2707 Weapon ToxinTruckGunUpgraded 2708 PrimaryDamage = 12.5 2709 PrimaryDamageRadius = 10.0 2710 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2711 AttackRange = 175.0 2712 MinimumAttackRange = 10.0 2713 DamageType = POISON 2714 DeathType = POISONED_BETA 2715 WeaponSpeed = 600 ; dist/sec 2716 WeaponRecoil = 0 ; angle to deflect the model when firing 2717 ProjectileObject = ToxinTruckStreamProjectileUpgraded 2718 FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded 2719 ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded 2720 FireSound = ToxinTractorWeaponLoop 2721 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2722 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2723 DelayBetweenShots = 40 ; time between shots, msec 2724 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2725 ClipReloadTime = 40 ; how long to reload a Clip, msec 2726 ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air 2727 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2728 AllowAttackGarrisonedBldgs = Yes 2729 End 2730 2731 ;------------------------------------------------------------------------------ 2732 Weapon ToxinTruckSprayer 2733 PrimaryDamage = 0 2734 PrimaryDamageRadius = 0.0 2735 SecondaryDamage = 2.0 2736 SecondaryDamageRadius = 75.0 2737 AttackRange = 15.0 2738 DamageType = POISON 2739 DeathType = POISONED 2740 WeaponSpeed = 600 ; dist/sec 2741 WeaponRecoil = 0 ; angle to deflect the model when firing 2742 ProjectileObject = ToxinTruckSprayProjectile 2743 FireFX = WeaponFX_ToxinTruckSprayNozzle 2744 ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround 2745 FireSound = ToxinTractorContaminate 2746 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2747 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2748 DelayBetweenShots = 200 ; time between shots, msec 2749 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2750 ClipReloadTime = 0 ; how long to reload a Clip, msec 2751 ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) 2752 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2753 AcceptableAimDelta = 180 2754 End 2755 2756 ;------------------------------------------------------------------------------ 2757 Weapon ToxinTruckSprayerUpgraded 2758 PrimaryDamage = 0 2759 PrimaryDamageRadius = 0.0 2760 SecondaryDamage = 2.5 2761 SecondaryDamageRadius = 75.0 2762 AttackRange = 15.0 2763 DamageType = POISON 2764 DeathType = POISONED_BETA 2765 WeaponSpeed = 600 ; dist/sec 2766 WeaponRecoil = 0 ; angle to deflect the model when firing 2767 ProjectileObject = ToxinTruckSprayProjectile 2768 FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded 2769 ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded 2770 FireSound = ToxinTractorContaminate 2771 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2772 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2773 DelayBetweenShots = 200 ; time between shots, msec 2774 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2775 ClipReloadTime = 0 ; how long to reload a Clip, msec 2776 ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) 2777 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2778 AcceptableAimDelta = 180 2779 End 2780 2781 ;------------------------------------------------------------------------------ 2782 Weapon FireWallSegmentWeapon 2783 PrimaryDamage = 4.0 2784 PrimaryDamageRadius = 10.0 2785 AttackRange = 15.0 2786 DamageType = FLAME 2787 DeathType = BURNED 2788 WeaponSpeed = 600 ; dist/sec 2789 2790 ; FireFx left commented out to illustrate particle presence is on object 2791 ;FireFX = WeaponFX_SmallFireFieldWeapon 2792 2793 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2794 DelayBetweenShots = 250 ; time between shots, msec 2795 End 2796 2797 ;------------------------------------------------------------------------------ 2798 Weapon FireWallSegmentUpgradedWeapon 2799 PrimaryDamage = 5.0 2800 PrimaryDamageRadius = 10.0 2801 AttackRange = 15.0 2802 DamageType = FLAME 2803 DeathType = BURNED 2804 WeaponSpeed = 600 ; dist/sec 2805 2806 ; FireFx left commented out to illustrate particle presence is on object 2807 ;FireFX = WeaponFX_SmallFireFieldWeapon 2808 2809 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2810 DelayBetweenShots = 250 ; time between shots, msec 2811 End 2812 2813 ;------------------------------------------------------------------------------ 2814 Weapon ParticleUplinkCannonBeamTrailRemnantWeapon 2815 PrimaryDamage = 15.0 ;30.0 2816 PrimaryDamageRadius = 10.0 2817 DamageType = PARTICLE_BEAM 2818 DeathType = BURNED 2819 WeaponSpeed = 250 ; dist/sec 2820 2821 ; FireFx left commented out to illustrate particle presence is on object 2822 ;FireFX = WeaponFX_SmallFireFieldWeapon 2823 2824 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2825 DelayBetweenShots = 250 ; time between shots, msec 2826 End 2827 2828 ;------------------------------------------------------------------------------ 2829 Weapon DirtyNukeCreationWeapon ; Nukes are complicated, so we need to spawn an object, not just do damage 2830 FireOCL = OCL_DirtyNuke 2831 End 2832 2833 ;------------------------------------------------------------------------------ 2834 Weapon SmallFireFieldWeapon 2835 PrimaryDamage = 5.0 ;will do this 10 times in 2.5 seconds - DB 2836 PrimaryDamageRadius = 30.0 2837 AttackRange = 15.0 2838 MinimumAttackRange = 10.0 2839 DamageType = FLAME 2840 DeathType = BURNED 2841 WeaponSpeed = 600 ; dist/sec 2842 2843 ;Commented out to show effect was moved to object itself. Note that if the damage radius 2844 ;changed then the art must be changed now too becuase of this. 2845 ;FireFX = WeaponFX_SmallFireFieldWeapon ; This FxList is marked UseCallersRadius, 2846 ; so the damage range can be tweaked and it will change the effect's radius too 2847 2848 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2849 DelayBetweenShots = 250 ; time between shots, msec 2850 End 2851 2852 ;------------------------------------------------------------------------------ 2853 Weapon SmallFireFieldWeaponUpgraded 2854 PrimaryDamage = 7.5 2855 PrimaryDamageRadius = 30.0 2856 AttackRange = 15.0 2857 MinimumAttackRange = 10.0 2858 DamageType = FLAME 2859 DeathType = BURNED 2860 WeaponSpeed = 600 ; dist/sec 2861 2862 ;Commented out to show effect was moved to object itself. Note that if the damage radius 2863 ;changed then the art must be changed now too becuase of this. 2864 ;FireFX = WeaponFX_SmallFireFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2865 ; so the damage range can be tweaked and it will change the effect's radius too 2866 2867 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2868 DelayBetweenShots = 250 ; time between shots, msec 2869 End 2870 2871 ;------------------------------------------------------------------------------ 2872 ;This weapon is used at the core of every damage field to kill other fields to prevent stacking 2873 Weapon HazardFieldCoreWeapon 2874 PrimaryDamage = 200.0 2875 PrimaryDamageRadius = 10.0 2876 AttackRange = 15.0 2877 DamageType = HAZARD_CLEANUP 2878 2879 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2880 2881 ; This clip pattern insures that the new field kills the old fields 2882 DelayBetweenShots = 5 2883 ClipSize = 1 2884 ClipReloadTime = 100000 2885 End 2886 2887 ;------------------------------------------------------------------------------ 2888 Weapon LargePoisonFieldWeapon 2889 PrimaryDamage = 15.0 2890 PrimaryDamageRadius = 140.0 2891 AttackRange = 15.0 2892 MinimumAttackRange = 10.0 2893 DamageType = POISON 2894 DeathType = POISONED 2895 WeaponSpeed = 600 ; dist/sec 2896 2897 FireFX = WeaponFX_LargePoisonFieldWeapon ; This FxList is marked UseCallersRadius, 2898 ; so the damage range can be tweaked and it will change the effect's radius too 2899 2900 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2901 DelayBetweenShots = 500 ; time between shots, msec 2902 End 2903 2904 ;------------------------------------------------------------------------------ 2905 Weapon MediumPoisonFieldWeapon 2906 PrimaryDamage = 2.0 2907 PrimaryDamageRadius = 80.0 2908 AttackRange = 15.0 2909 MinimumAttackRange = 10.0 2910 DamageType = POISON 2911 DeathType = POISONED 2912 WeaponSpeed = 600 ; dist/sec 2913 2914 FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FxList is marked UseCallersRadius, 2915 ; so the damage range can be tweaked and it will change the effect's radius too 2916 2917 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2918 DelayBetweenShots = 500 ; time between shots, msec 2919 End 2920 2921 ;------------------------------------------------------------------------------ 2922 Weapon SmallPoisonFieldWeapon 2923 PrimaryDamage = 2.0 2924 PrimaryDamageRadius = 12.0 ;7.5 2925 AttackRange = 15.0 2926 MinimumAttackRange = 10.0 2927 DamageType = POISON 2928 DeathType = POISONED 2929 WeaponSpeed = 600 ; dist/sec 2930 2931 FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FxList is marked UseCallersRadius, 2932 ; so the damage range can be tweaked and it will change the effect's radius too 2933 2934 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2935 DelayBetweenShots = 500 ; time between shots, msec 2936 End 2937 2938 ;------------------------------------------------------------------------------ 2939 Weapon AnthraxBombPoisonFieldWeapon 2940 PrimaryDamage = 40.0 2941 PrimaryDamageRadius = 300.0 2942 AttackRange = 15.0 2943 MinimumAttackRange = 10.0 2944 DamageType = POISON 2945 DeathType = POISONED_BETA 2946 WeaponSpeed = 600 ; dist/sec 2947 2948 FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2949 ; so the damage range can be tweaked and it will change the effect's radius too 2950 2951 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2952 DelayBetweenShots = 500 ; time between shots, msec 2953 End 2954 2955 ;------------------------------------------------------------------------------ 2956 Weapon LargePoisonFieldWeaponUpgraded 2957 PrimaryDamage = 25.0 2958 PrimaryDamageRadius = 140.0 2959 AttackRange = 15.0 2960 MinimumAttackRange = 10.0 2961 DamageType = POISON 2962 DeathType = POISONED_BETA 2963 WeaponSpeed = 600 ; dist/sec 2964 2965 FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2966 ; so the damage range can be tweaked and it will change the effect's radius too 2967 2968 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2969 DelayBetweenShots = 500 ; time between shots, msec 2970 End 2971 2972 ;------------------------------------------------------------------------------ 2973 Weapon MediumPoisonFieldWeaponUpgraded 2974 PrimaryDamage = 2.5 2975 PrimaryDamageRadius = 80.0 2976 AttackRange = 15.0 2977 MinimumAttackRange = 10.0 2978 DamageType = POISON 2979 DeathType = POISONED_BETA 2980 WeaponSpeed = 600 ; dist/sec 2981 2982 FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2983 ; so the damage range can be tweaked and it will change the effect's radius too 2984 2985 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2986 DelayBetweenShots = 500 ; time between shots, msec 2987 End 2988 2989 ;------------------------------------------------------------------------------ 2990 Weapon SmallPoisonFieldWeaponUpgraded 2991 PrimaryDamage = 2.5 2992 PrimaryDamageRadius = 7.5 2993 AttackRange = 15.0 2994 MinimumAttackRange = 10.0 2995 DamageType = POISON 2996 DeathType = POISONED_BETA 2997 WeaponSpeed = 600 ; dist/sec 2998 2999 FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 3000 ; so the damage range can be tweaked and it will change the effect's radius too 3001 3002 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 3003 DelayBetweenShots = 500 ; time between shots, msec 3004 End 3005 3006 ;------------------------------------------------------------------------------ 3007 Weapon LargeRadiationFieldWeapon 3008 PrimaryDamage = 25.0 3009 PrimaryDamageRadius = 200.0 3010 AttackRange = 15.0 3011 MinimumAttackRange = 10.0 3012 DamageType = RADIATION 3013 DeathType = NORMAL 3014 WeaponSpeed = 600 ; dist/sec 3015 3016 FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, 3017 ; so the damage range can be tweaked and it will change the effect's radius too 3018 3019 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 3020 DelayBetweenShots = 750 ; time between shots, msec 3021 End 3022 3023 ;------------------------------------------------------------------------------ 3024 Weapon MediumRadiationFieldWeapon 3025 PrimaryDamage = 15.0 3026 PrimaryDamageRadius = 50.0 3027 AttackRange = 15.0 3028 MinimumAttackRange = 10.0 3029 DamageType = RADIATION 3030 DeathType = NORMAL 3031 WeaponSpeed = 600 ; dist/sec 3032 3033 FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FxList is marked UseCallersRadius, 3034 ; so the damage range can be tweaked and it will change the effect's radius too 3035 3036 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 3037 DelayBetweenShots = 750 ; time between shots, msec 3038 End 3039 3040 ;------------------------------------------------------------------------------ 3041 Weapon SmallRadiationFieldWeapon 3042 PrimaryDamage = 5.0 3043 PrimaryDamageRadius = 25.0 3044 AttackRange = 15.0 3045 MinimumAttackRange = 10.0 3046 DamageType = RADIATION 3047 DeathType = NORMAL 3048 WeaponSpeed = 600 ; dist/sec 3049 3050 FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius, 3051 ; so the damage range can be tweaked and it will change the effect's radius too 3052 3053 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 3054 DelayBetweenShots = 750 ; time between shots, msec 3055 End 3056 3057 ;------------------------------------------------------------------------------ 3058 Weapon NukeRadiationFieldWeapon 3059 PrimaryDamage = 25.0 3060 PrimaryDamageRadius = 200.0 3061 AttackRange = 15.0 3062 MinimumAttackRange = 10.0 3063 DamageType = RADIATION 3064 DeathType = NORMAL 3065 WeaponSpeed = 600 ; dist/sec 3066 3067 FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, 3068 ; so the damage range can be tweaked and it will change the effect's radius too 3069 3070 SuspendFXDelay = 10000;milliseconds 3071 3072 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 3073 DelayBetweenShots = 750 ; time between shots, msec 3074 End 3075 3076 ;------------------------------------------------------------------------------ 3077 Weapon TreeFireDealDamageWeapon 3078 PrimaryDamage = 5.0 3079 PrimaryDamageRadius = 2.0 3080 AttackRange = 100.0 3081 DamageType = FLAME 3082 DeathType = BURNED 3083 WeaponSpeed = 99999.0 3084 ProjectileObject = NONE 3085 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3086 DelayBetweenShots = 0 ; time between shots, msec 3087 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3088 ClipReloadTime = 0 ; how long to reload a Clip, msec 3089 AutoReloadsClip = No 3090 End 3091 3092 ;------------------------------------------------------------------------------ 3093 Weapon BurningEmberWeapon 3094 PrimaryDamage = 2.0 3095 PrimaryDamageRadius = 2.0 3096 AttackRange = 100.0 3097 DamageType = FLAME 3098 DeathType = BURNED 3099 WeaponSpeed = 99999.0 3100 ProjectileObject = NONE 3101 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3102 DelayBetweenShots = 0 ; time between shots, msec 3103 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3104 ClipReloadTime = 0 ; how long to reload a Clip, msec 3105 AutoReloadsClip = No 3106 End 3107 3108 ;------------------------------------------------------------------------------ 3109 ; firing this weapon just creates a Firestorm object. 3110 Weapon FirestormSmallCreationWeapon 3111 DamageType = FLAME 3112 DeathType = BURNED 3113 FireOCL = OCL_FirestormSmall 3114 End 3115 3116 ;------------------------------------------------------------------------------ 3117 ; firing this weapon just creates a Firestorm object. 3118 Weapon BlackNapalmFirestormSmallCreationWeapon 3119 DamageType = FLAME 3120 DeathType = BURNED 3121 FireOCL = OCL_BlackNapalmFirestormSmall 3122 End 3123 3124 ;------------------------------------------------------------------------------ 3125 Weapon TroopCrawlerAssault 3126 PrimaryDamage = 0.00001 3127 PrimaryDamageRadius = 0.0 3128 AttackRange = 175.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks! 3129 DamageType = DEPLOY 3130 DeathType = NORMAL 3131 WeaponSpeed = 0 ; dist/sec 3132 ProjectileObject = NONE 3133 FireFX = None 3134 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3135 DelayBetweenShots = 1000 ; time between shots, msec 3136 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3137 ClipReloadTime = 0 ; how long to reload a Clip, msec 3138 AcceptableAimDelta = 180 3139 End 3140 3141 ;------------------------------------------------------------------------------ 3142 Weapon InfernoCannonGun 3143 PrimaryDamage = 50.0 3144 PrimaryDamageRadius = 30.0 3145 ScatterRadiusVsInfantry = 60.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3146 AttackRange = 300 3147 MinimumAttackRange = 50.0 3148 MinTargetPitch = -90 3149 MaxTargetPitch = 79 3150 DamageType = EXPLOSION 3151 DeathType = EXPLODED 3152 WeaponSpeed = 250 ; dist/sec 3153 MinWeaponSpeed = 75 3154 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range 3155 ProjectileObject = InfernoTankShell 3156 FireFX = WeaponFX_GenericTankGunNoTracer 3157 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 3158 FireSound = InfernoCannonWeapon 3159 ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation 3160 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR 3161 DelayBetweenShots = 4000 ; time between shots, msec 3162 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3163 ClipReloadTime = 0 ; how long to reload a Clip, msec 3164 3165 HistoricBonusTime = 3000 3166 HistoricBonusCount = 6 3167 HistoricBonusRadius = 20 3168 HistoricBonusWeapon = FirestormSmallCreationWeapon 3169 End 3170 3171 ;------------------------------------------------------------------------------ 3172 ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- 3173 ;------------------------------------------------------------------------------ 3174 3175 ;------------------------------------------------------------------------------ 3176 Weapon InfernoCannonGunUpgraded 3177 PrimaryDamage = 60.0 3178 PrimaryDamageRadius = 30.0 3179 ScatterRadiusVsInfantry = 60.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3180 AttackRange = 300 3181 MinimumAttackRange = 50.0 3182 MinTargetPitch = -90 3183 MaxTargetPitch = 79 3184 DamageType = EXPLOSION 3185 DeathType = EXPLODED 3186 WeaponSpeed = 250 ; dist/sec 3187 MinWeaponSpeed = 75 3188 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range 3189 ProjectileObject = InfernoTankShellUpgraded 3190 FireFX = WeaponFX_GenericTankGunNoTracer 3191 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 3192 FireSound = InfernoCannonWeapon 3193 ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation 3194 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 3195 DelayBetweenShots = 4000 ; time between shots, msec 3196 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3197 ClipReloadTime = 0 ; how long to reload a Clip, msec 3198 3199 HistoricBonusTime = 3000 3200 HistoricBonusCount = 6 3201 HistoricBonusRadius = 20 3202 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon 3203 End 3204 3205 ;------------------------------------------------------------------------------ 3206 Weapon SmallFireFieldCreationWeapon 3207 FireOCL = OCL_FireFieldSmall 3208 PrimaryDamage = 0.0 3209 PrimaryDamageRadius = 1.0 3210 End 3211 3212 ;------------------------------------------------------------------------------ 3213 Weapon SmallFireFieldUpgradedCreationWeapon 3214 FireOCL = OCL_FireFieldUpgradedSmall 3215 PrimaryDamage = 0.0 3216 PrimaryDamageRadius = 1.0 3217 End 3218 3219 ;------------------------------------------------------------------------------ 3220 Weapon NukeCannonGun 3221 PrimaryDamage = 400.0 3222 PrimaryDamageRadius = 50.0 3223 SecondaryDamage = 20.0 3224 SecondaryDamageRadius = 60.0 3225 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3226 AttackRange = 350.0 3227 MinimumAttackRange = 200.0 3228 DamageType = EXPLOSION 3229 DeathType = EXPLODED 3230 WeaponSpeed = 200 ; dist/sec 3231 ProjectileObject = NukeCannonShell 3232 FireFX = WeaponFX_NukeCannonMuzzleFlash 3233 FireSound = NukeCannonWeapon 3234 VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash 3235 ProjectileDetonationFX = WeaponFX_NukeCannon 3236 ProjectileDetonationOCL = OCL_RadiationFieldMedium 3237 RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3238 DelayBetweenShots = 10000 ; time between shots, msec 3239 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3240 ClipReloadTime = 0 ; how long to reload a Clip, msec 3241 End 3242 3243 ;------------------------------------------------------------------------------ 3244 ;*********************** Cinematic Only Unit ********************************** 3245 Weapon CINE_NukeCannonGun 3246 PrimaryDamage = 1 3247 PrimaryDamageRadius = 1 3248 SecondaryDamage = 1 3249 SecondaryDamageRadius = 1 3250 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3251 AttackRange = 2000.0 3252 MinimumAttackRange = 200.0 3253 DamageType = EXPLOSION 3254 DeathType = EXPLODED 3255 WeaponSpeed = 2000 ; dist/sec 3256 FireFX = WeaponFX_NukeCannonMuzzleFlash 3257 FireSound = NukeCannonWeapon 3258 VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash 3259 RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3260 DelayBetweenShots = 10000 ; time between shots, msec 3261 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3262 ClipReloadTime = 0 ; how long to reload a Clip, msec 3263 End 3264 3265 ;------------------------------------------------------------------------------ 3266 Weapon SCUDLauncherGunExplosive 3267 PrimaryDamage = 500.0 3268 PrimaryDamageRadius = 50.0 3269 SecondaryDamage = 50.0 3270 SecondaryDamageRadius = 100.0 3271 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3272 AttackRange = 350.0 3273 MinimumAttackRange = 200.0 3274 PreAttackDelay = 500 3275 PreAttackType = PER_SHOT ; Do the delay every single shot 3276 DamageType = EXPLOSION 3277 DeathType = EXPLODED 3278 FireFX = FX_ScudLauncherIgnition 3279 ProjectileObject = SCUDMissile 3280 ProjectileExhaust = ScudMissileExhaust 3281 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 3282 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive 3283 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3284 FireSound = ScudLauncherWeapon 3285 DelayBetweenShots = 1 3286 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3287 ClipReloadTime = 10000 ; how long to reload a Clip, msec 3288 ; Uses a clip of one to get the Reloading modelcondition 3289 3290 ; note, these only apply to units that aren't the explicit target 3291 ; (ie, units that just happen to "get in the way"... projectiles 3292 ; always collide with the Designated Target, regardless of these flags 3293 ProjectileCollidesWith = STRUCTURES 3294 3295 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher 3296 End 3297 3298 ;----------------------------------------------------------------------------------- 3299 Weapon CINE_SCUDLauncherGunExplosive 3300 PrimaryDamage = 300.0 3301 PrimaryDamageRadius = 50.0 3302 SecondaryDamage = 50.0 3303 SecondaryDamageRadius = 100.0 3304 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3305 AttackRange = 350.0 3306 MinimumAttackRange = 200.0 3307 PreAttackDelay = 500 3308 PreAttackType = PER_SHOT ; Do the delay every single shot 3309 DamageType = EXPLOSION 3310 DeathType = EXPLODED 3311 FireFX = FX_ScudLauncherIgnition 3312 ProjectileObject = CINE_SCUDMissile 3313 ProjectileExhaust = ScudMissileExhaust 3314 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 3315 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive 3316 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3317 FireSound = ScudLauncherWeapon 3318 DelayBetweenShots = 1 3319 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3320 ClipReloadTime = 10000 ; how long to reload a Clip, msec 3321 ; Uses a clip of one to get the Reloading modelcondition 3322 3323 ; note, these only apply to units that aren't the explicit target 3324 ; (ie, units that just happen to "get in the way"... projectiles 3325 ; always collide with the Designated Target, regardless of these flags 3326 ProjectileCollidesWith = STRUCTURES 3327 3328 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher 3329 End 3330 3331 ;------------------------------------------------------------------------------ 3332 Weapon SCUDLauncherGunToxin 3333 PrimaryDamage = 200.0 3334 PrimaryDamageRadius = 30.0 3335 SecondaryDamage = 25.0 3336 SecondaryDamageRadius = 60.0 3337 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3338 AttackRange = 350.0 3339 MinimumAttackRange = 200.0 3340 PreAttackDelay = 500 3341 PreAttackType = PER_SHOT ; Do the delay every single shot 3342 DamageType = EXPLOSION 3343 DeathType = EXPLODED 3344 FireFX = FX_ScudLauncherIgnition 3345 ProjectileObject = SCUDMissile 3346 ProjectileExhaust = ScudMissileExhaust 3347 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 3348 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin 3349 ProjectileDetonationOCL = OCL_PoisonFieldMedium 3350 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3351 FireSound = ScudLauncherWeapon 3352 DelayBetweenShots = 1 3353 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3354 ClipReloadTime = 10000 ; how long to reload a Clip, msec 3355 ; Uses a clip of one to get the Reloading modelcondition 3356 3357 ; note, these only apply to units that aren't the explicit target 3358 ; (ie, units that just happen to "get in the way"... projectiles 3359 ; always collide with the Designated Target, regardless of these flags 3360 ProjectileCollidesWith = STRUCTURES 3361 3362 ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles 3363 End 3364 3365 ;------------------------------------------------------------------------------ 3366 Weapon SCUDLauncherGunAnthrax 3367 PrimaryDamage = 200.0 3368 PrimaryDamageRadius = 30.0 3369 SecondaryDamage = 25.0 3370 SecondaryDamageRadius = 60.0 3371 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3372 AttackRange = 350.0 3373 MinimumAttackRange = 200.0 3374 PreAttackDelay = 500 3375 PreAttackType = PER_SHOT ; Do the delay every single shot 3376 DamageType = EXPLOSION 3377 DeathType = EXPLODED 3378 FireFX = FX_ScudLauncherIgnition 3379 ProjectileObject = SCUDMissile 3380 ProjectileExhaust = ScudMissileExhaust 3381 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 3382 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax 3383 ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium 3384 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3385 FireSound = ScudLauncherWeapon 3386 DelayBetweenShots = 1 3387 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3388 ClipReloadTime = 10000 ; how long to reload a Clip, msec 3389 ; Uses a clip of one to get the Reloading modelcondition 3390 3391 ; note, these only apply to units that aren't the explicit target 3392 ; (ie, units that just happen to "get in the way"... projectiles 3393 ; always collide with the Designated Target, regardless of these flags 3394 ProjectileCollidesWith = STRUCTURES 3395 3396 ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles 3397 End 3398 3399 ;------------------------------------------------------------------------------ 3400 Weapon StingerSiteDeathConcussion 3401 PrimaryDamage = 5.0 3402 PrimaryDamageRadius = 25.0 3403 AttackRange = 100.0 3404 DamageType = EXPLOSION 3405 DeathType = EXPLODED 3406 WeaponSpeed = 99999.0 3407 ProjectileObject = NONE 3408 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3409 DelayBetweenShots = 0 ; time between shots, msec 3410 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3411 ClipReloadTime = 0 ; how long to reload a Clip, msec 3412 AutoReloadsClip = No 3413 End 3414 3415 ;------------------------------------------------------------------------------ 3416 ; This is the weapon used by crushing buildings. It's supposed to kill everything it hits. 3417 Weapon ToppledStructureWeapon 3418 PrimaryDamage = 9999.0 3419 PrimaryDamageRadius = 20.0 3420 AttackRange = 100.0 3421 DamageType = EXPLOSION 3422 DeathType = EXPLODED 3423 WeaponSpeed = 99999.0 3424 ProjectileObject = NONE 3425 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3426 DelayBetweenShots = 0 ; time between shots, msec 3427 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3428 ClipReloadTime = 0 ; how long to reload a Clip, msec 3429 AutoReloadsClip = No 3430 End 3431 3432 ;------------------------------------------------------------------------------ 3433 ; This is the weapon used by avalanche bits. It's supposed to crush everything it hits. 3434 Weapon AvalancheWeapon 3435 PrimaryDamage = 9999.0 3436 PrimaryDamageRadius = 50.0 3437 AttackRange = 50.0 3438 DamageType = CRUSH 3439 DeathType = CRUSHED 3440 WeaponSpeed = 99999.0 3441 ProjectileObject = NONE 3442 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3443 DelayBetweenShots = 100 ; time between shots, msec 3444 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3445 ClipReloadTime = 0 ; how long to reload a Clip, msec 3446 AutoReloadsClip = Yes 3447 End 3448 3449 ;------------------------------------------------------------------------------ 3450 Weapon NapalmMissileWeapon 3451 PrimaryDamage = 100.0 3452 PrimaryDamageRadius = 5.0 3453 SecondaryDamage = 40.0 3454 SecondaryDamageRadius = 30.0 3455 DamageType = JET_MISSILES ; since creates FireField to do the flame damage 3456 DeathType = EXPLODED 3457 AttackRange = 320.0 3458 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed 3459 ProjectileObject = NapalmMissile 3460 ProjectileExhaust = MissileExhaust 3461 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 3462 FireFX = WeaponFX_NapalmMissile 3463 FireSound = MigJetNapalmWeapon 3464 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3465 AcceptableAimDelta = 30 3466 DelayBetweenShots = 300 ; time between shots, msec 3467 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 3468 ClipReloadTime = 8000 ; how long to reload a Clip, msec 3469 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 3470 AntiGround = Yes 3471 ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation 3472 ProjectileDetonationOCL = OCL_FireFieldSmall 3473 DamageDealtAtSelfPosition = Yes 3474 HistoricBonusTime = 3000 3475 HistoricBonusCount = 8 3476 HistoricBonusRadius = 100 3477 HistoricBonusWeapon = FirestormSmallCreationWeapon 3478 ProjectileCollidesWith = STRUCTURES 3479 AntiAirborneVehicle = Yes 3480 AntiAirborneInfantry = No 3481 ShowsAmmoPips = Yes 3482 End 3483 3484 ;------------------------------------------------------------------------------ 3485 Weapon BlackNapalmMissileWeapon 3486 PrimaryDamage = 100.0 3487 PrimaryDamageRadius = 10.0 3488 SecondaryDamage = 50.0 3489 SecondaryDamageRadius = 30.0 3490 DamageType = EXPLOSION 3491 DeathType = EXPLODED 3492 AttackRange = 320.0 3493 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed 3494 ProjectileObject = NapalmMissile 3495 ProjectileExhaust = MissileExhaust 3496 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 3497 FireFX = WeaponFX_NapalmMissile 3498 FireSound = MigJetNapalmWeapon 3499 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3500 AcceptableAimDelta = 30 3501 DelayBetweenShots = 300 ; time between shots, msec 3502 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 3503 ClipReloadTime = 2000 ; how long to reload a Clip, msec 3504 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 3505 AntiGround = Yes 3506 ProjectileDetonationFX = WeaponFX_BlackNapalmMissileDetonation 3507 ProjectileDetonationOCL = OCL_FireFieldUpgradedSmall 3508 DamageDealtAtSelfPosition = Yes 3509 HistoricBonusTime = 3000 3510 HistoricBonusCount = 8 3511 HistoricBonusRadius = 100 3512 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon 3513 ProjectileCollidesWith = STRUCTURES 3514 AntiAirborneVehicle = Yes 3515 AntiAirborneInfantry = Yes 3516 ShowsAmmoPips = Yes 3517 End 3518 3519 ;------------------------------------------------------------------------------ 3520 Weapon BattleshipBogusGun 3521 ; We need to have the weapon do some damage, or attacking will not occur because it's 3522 ; rejected as not having any kind of weapon that does damage 3523 PrimaryDamage = 150.0 ; does no damage, because the gun firing is only for show, anyway... 3524 ; please DON'T adjust this value. to adjust the damage really done by battleships, 3525 ; adjust the damage values in BattleshipTargetDamagedWeapon! 3526 PrimaryDamageRadius = 5.0 3527 AttackRange = 850.0 3528 DamageType = EXPLOSION 3529 DeathType = EXPLODED 3530 WeaponSpeed = 1700.0 ; dist/sec (huge value == effectively instant) 3531 ProjectileObject = SCUDMissile 3532 ProjectileExhaust = MissileExhaust 3533 FireFX = WeaponFX_BattleshipBogusGun 3534 FireSound = BattleshipWeapon 3535 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3536 DelayBetweenShots = 750 ; time between shots, msec 3537 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 3538 ClipReloadTime = 5000 ; how long to reload a Clip, msec 3539 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 3540 RequestAssistRange = 200 3541 ProjectileCollidesWith = STRUCTURES 3542 End 3543 3544 ;------------------------------------------------------------------------------ 3545 Weapon BattleshipTargetDamagedWeapon 3546 PrimaryDamage = 85.0 3547 PrimaryDamageRadius = 30.0 3548 SecondaryDamage = 30.0 3549 SecondaryDamageRadius = 65.0 3550 AttackRange = 800.0 3551 DamageType = EXPLOSION 3552 DeathType = EXPLODED 3553 WeaponSpeed = 1700 3554 ProjectileObject = NONE 3555 FireFX = WeaponFX_BattleshipBogusGun 3556 FireSound = ExplosionBattleshipTarget 3557 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3558 DelayBetweenShots = 0 ; time between shots, msec 3559 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3560 ClipReloadTime = 0 ; how long to reload a Clip, msec 3561 End 3562 3563 ;------------------------------------------------------------------------------ 3564 Weapon StructureMineWeapon 3565 PrimaryDamage = 100.0 3566 PrimaryDamageRadius = 3.0 3567 SecondaryDamage = 100.0 3568 SecondaryDamageRadius = 5.0 3569 AttackRange = 0.0 3570 DamageType = LAND_MINE 3571 DeathType = EXPLODED 3572 WeaponSpeed = 99999.0 3573 ProjectileObject = NONE 3574 FireFX = WeaponFX_MineDetonation 3575 RadiusDamageAffects = ENEMIES NEUTRALS 3576 DelayBetweenShots = 0 3577 ClipSize = 1 3578 ClipReloadTime = 0 3579 AutoReloadsClip = No 3580 End 3581 3582 ;------------------------------------------------------------------------------ 3583 Weapon ClusterMineWeapon 3584 PrimaryDamage = 50.0 3585 PrimaryDamageRadius = 3.0 3586 SecondaryDamage = 100.0 3587 SecondaryDamageRadius = 5.0 3588 AttackRange = 0.0 3589 DamageType = LAND_MINE 3590 DeathType = EXPLODED 3591 WeaponSpeed = 99999.0 3592 ProjectileObject = NONE 3593 FireFX = WeaponFX_MineDetonation 3594 RadiusDamageAffects = ENEMIES NEUTRALS 3595 DelayBetweenShots = 0 3596 ClipSize = 1 3597 ClipReloadTime = 0 3598 AutoReloadsClip = No 3599 End 3600 3601 ;------------------------------------------------------------------------------ 3602 Weapon BattleDroneMachineGun 3603 PrimaryDamage = 1 3604 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3605 AttackRange = 110.0 3606 DamageType = SMALL_ARMS 3607 DeathType = NORMAL 3608 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3609 ProjectileObject = NONE 3610 FireFX = WeaponFX_TechnicalGunFire 3611 FireSound = BattleDroneWeapon 3612 RadiusDamageAffects = ENEMIES NEUTRALS 3613 DelayBetweenShots = 100 ; time between shots, msec 3614 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3615 ClipReloadTime = 0 ; how long to reload a Clip, msec 3616 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 3617 End 3618 3619 3620 3621 ;------------------------------------------------------------------------------ 3622 ;---- ANGRY MOB WEAPONS ---------------------------------------------------- 3623 ;------------------------------------------------------------------------------ 3624 Weapon GLAAngryMobNexusHarmlessWeapon 3625 3626 ;;; allows AI to set targets and victims and condition states 3627 ;;; without really doing any harm 3628 3629 PrimaryDamage = 0.001 3630 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3631 AttackRange = 90.0 ;70.0 ;; small so the whole mob can get in close 3632 DamageType = UNRESISTABLE 3633 DeathType = NORMAL 3634 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3635 ProjectileObject = NONE 3636 FireFX = NONE 3637 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3638 DelayBetweenShots = 99999 ; time between shots, msec 3639 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3640 ClipReloadTime = 0 ; how long to reload a Clip, msec 3641 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets 3642 End 3643 3644 ;------------------------------------------------------------------------------ 3645 Weapon GLAAngryMobRockProjectileWeapon 3646 PrimaryDamage = 40.0 ;10.0 3647 PrimaryDamageRadius = 1.0 3648 AttackRange = 100.0 3649 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 3650 DeathType = NORMAL 3651 WeaponSpeed = 130 ; dist/sec (huge value == effectively instant) 3652 ProjectileObject = GLAAngryMobRockProjectileObject 3653 FireFX = NONE 3654 FireSound = AngryMobWeaponMolotov 3655 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 3656 DelayBetweenShots = 500 ;3000 ; time between shots, msec 3657 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3658 ClipReloadTime = 0 ; how long to reload a Clip, msec 3659 PreAttackDelay = 500 ;2000 ; linked to the length of throw animation 3660 PreAttackType = PER_SHOT ; Do the delay every single shot 3661 ProjectileCollidesWith = STRUCTURES WALLS 3662 3663 End 3664 ;------------------------------------------------------------------------------ 3665 Weapon GLAAngryMobMolotovCocktailProjectileWeapon 3666 PrimaryDamage = 40.0 ;40.0 3667 PrimaryDamageRadius = 11.0 3668 AttackRange = 100.0 3669 MinimumAttackRange = 12; 40.0 3670 DamageType = MOLOTOV_COCKTAIL ;used only by this weapon. Splits off so Dragon Tanks and Toxin Trucks are resistant. 3671 DeathType = NORMAL 3672 WeaponSpeed = 60 ; 3673 ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject 3674 FireFX = NONE 3675 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 3676 DelayBetweenShots = 500 ;3000 ; time between shots, msec 3677 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3678 ClipReloadTime = 0 ; how long to reload a Clip, msec 3679 PreAttackDelay = 500 ;2000 ; linked to the length of throw animation 3680 PreAttackType = PER_SHOT ; Do the delay every single shot 3681 ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation 3682 MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates 3683 3684 ProjectileCollidesWith = STRUCTURES WALLS 3685 End 3686 3687 ;------------------------------------------------------------------------------ 3688 Weapon GLAAngryMobMolotovCocktailProjectileWeapon2 3689 PrimaryDamage = 80.0 ;80.0 3690 PrimaryDamageRadius = 11.0 3691 AttackRange = 100.0 3692 MinimumAttackRange = 12; 40.0 3693 DamageType = MOLOTOV_COCKTAIL ;used only by this weapon. Splits off so Dragon Tanks and Toxin Trucks are resistant. 3694 DeathType = NORMAL 3695 WeaponSpeed = 60 ; 3696 ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject 3697 FireFX = NONE 3698 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 3699 DelayBetweenShots = 500 ;3000 ; time between shots, msec 3700 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3701 ClipReloadTime = 1000 ; how long to reload a Clip, msec 3702 PreAttackDelay = 500 ;2000 ; linked to the length of throw animation 3703 PreAttackType = PER_SHOT ; Do the delay every single shot 3704 ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation 3705 MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates 3706 3707 ProjectileCollidesWith = STRUCTURES WALLS 3708 End 3709 3710 ;------------------------------------------------------------------------------ 3711 Weapon GLAAngryMobPistolWeapon 3712 PrimaryDamage = 10.0 3713 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3714 AttackRange = 100.0 3715 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 3716 DeathType = NORMAL 3717 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3718 ProjectileObject = NONE 3719 FireFX = WeaponFX_GenericMachineGunFire 3720 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 3721 FireSound = AngryMobWeaponPistol 3722 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3723 DelayBetweenShots = 250 ; time between shots, msec 3724 ClipSize = 8 ; how many shots in a Clip (0 == infinite) 3725 ClipReloadTime = 3000 ; how long to reload a Clip, msec 3726 AutoReloadsClip = Yes 3727 End 3728 3729 ;------------------------------------------------------------------------------ 3730 Weapon GLAAngryMobAK47Weapon 3731 PrimaryDamage = 20.0 ;8.0 3732 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3733 AttackRange = 120.0 3734 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 3735 DeathType = NORMAL 3736 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3737 ProjectileObject = NONE 3738 FireFX = WeaponFX_RangerAdvancedCombatRifleFire 3739 VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire 3740 FireSound = AngryMobWeaponAK47 3741 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3742 DelayBetweenShots = 250 ; time between shots, msec 3743 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3744 ClipReloadTime = 0 ; how long to reload a Clip, msec 3745 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets 3746 End 3747 3748 ;------------------------------------------------------------------------------ 3749 Weapon GLAAngryMobAK47NoDamageWeapon 3750 PrimaryDamage = 0.001 ; THIS IS A SPECIAL NO-DAMAGE AK47 3751 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3752 AttackRange = 120.0 3753 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 3754 DeathType = NORMAL 3755 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3756 ProjectileObject = NONE 3757 FireFX = WeaponFX_RangerAdvancedCombatRifleFire 3758 VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire 3759 FireSound = AngryMobWeaponAK47 3760 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3761 DelayBetweenShots = 99999 ; time between shots, msec 3762 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3763 ClipReloadTime = 0 ; how long to reload a Clip, msec 3764 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets 3765 End 3766 3767 ;------------------------------------------------------------------------------ 3768 Weapon WorkerMineDisarmingWeapon 3769 PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well 3770 AttackRange = 1.0 3771 DamageType = DISARM 3772 DeathType = NORMAL 3773 ProjectileObject = NONE 3774 FireFX = WeaponFX_WorkerMineDisarming 3775 DelayBetweenShots = 1000 ; time between shots, msec 3776 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3777 ClipReloadTime = 0 ; how long to reload a Clip, msec 3778 AntiGround = No 3779 AntiProjectile = No 3780 AntiSmallMissile = No 3781 AntiMine = Yes 3782 PreAttackDelay = 1000 ; we have to wave our magic wand over it a bit 3783 PreAttackType = PER_SHOT ; Do the delay every single shot 3784 ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm 3785 End 3786 3787 ;------------------------------------------------------------------------------ 3788 Weapon DozerMineDisarmingWeapon 3789 PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well 3790 AttackRange = 1.0 3791 DamageType = DISARM 3792 DeathType = NORMAL 3793 ProjectileObject = NONE 3794 FireFX = WeaponFX_DozerMineDisarming 3795 DelayBetweenShots = 0 ; time between shots, msec 3796 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3797 ClipReloadTime = 4000 ; how long to reload a Clip, msec 3798 AntiGround = No 3799 AntiProjectile = No 3800 AntiSmallMissile = No 3801 AntiMine = Yes 3802 PreAttackDelay = 1200 ; this is the natural duration of PRE scooping animation 3803 PreAttackType = PER_ATTACK ; Do the delay every attack 3804 ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm 3805 End 3806 3807 3808 ;------------------------------------------------------------------------------ 3809 Weapon DemoTrapDetonationWeapon 3810 PrimaryDamage = 600.0 3811 PrimaryDamageRadius = 25.0 3812 SecondaryDamage = 400.0 3813 SecondaryDamageRadius = 50.0 3814 DamageType = EXPLOSION 3815 DeathType = EXPLODED 3816 WeaponSpeed = 99999.0 3817 FireFX = WeaponFX_DemoTrapDetonation 3818 PlayFXWhenStealthed = Yes 3819 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 3820 DelayBetweenShots = 0 3821 ClipSize = 1 3822 ClipReloadTime = 0 3823 AutoReloadsClip = No 3824 End 3825 ;------------------------------------------------------------------------------ 3826 Weapon DemoTrapDetonationWeapon2 3827 PrimaryDamage = 600.0 3828 PrimaryDamageRadius = 25.0 3829 SecondaryDamage = 400.0 3830 SecondaryDamageRadius = 50.0 3831 DamageType = EXPLOSION 3832 DeathType = EXPLODED 3833 WeaponSpeed = 99999.0 3834 FireFX = WeaponFX_DemoTrapDetonation 3835 PlayFXWhenStealthed = Yes 3836 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3837 DelayBetweenShots = 0 3838 ClipSize = 1 3839 ClipReloadTime = 0 3840 AutoReloadsClip = No 3841 End 3842 3843 ;------------------------------------------------------------------------------ 3844 Weapon DummyWeapon 3845 ;Nothing -- dummy weapon 3846 End 3847 3848 ;------------------------------------------------------------------------------ 3849 ; This weapon kills itself (to presumably trigger detonations on death) 3850 Weapon SuicideWeapon 3851 LeechRangeWeapon = Yes 3852 AttackRange = 1.0 3853 PrimaryDamage = 999999.0 3854 PrimaryDamageRadius = 1.0 3855 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 3856 RadiusDamageAffects = SELF SUICIDE 3857 DamageType = EXPLOSION 3858 DeathType = SUICIDED 3859 WeaponSpeed = 99999.0 3860 DelayBetweenShots = 0 3861 ClipSize = 1 3862 ClipReloadTime = 0 3863 AutoReloadsClip = No 3864 End 3865 3866 ;------------------------------------------------------------------------------ 3867 ; This weapon kills itself (to presumably trigger detonations on death) 3868 Weapon TerroristSuicideWeapon 3869 LeechRangeWeapon = Yes 3870 AttackRange = 1.0 3871 PrimaryDamage = 999999.0 3872 PrimaryDamageRadius = 1.0 3873 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 3874 RadiusDamageAffects = SELF SUICIDE 3875 DamageType = EXPLOSION 3876 DeathType = SUICIDED 3877 WeaponSpeed = 99999.0 3878 DelayBetweenShots = 0 3879 ClipSize = 1 3880 ClipReloadTime = 0 3881 AutoReloadsClip = No 3882 ;PreAttackDelay = 600 ;766 matches the animation timing his detonating 3883 End 3884 3885 ;------------------------------------------------------------------------------ 3886 Weapon ConvoyTruckSuicideWeapon 3887 LeechRangeWeapon = Yes 3888 AttackRange = 1.0 3889 PrimaryDamage = 999999.0 3890 PrimaryDamageRadius = 1.0 3891 DamageDealtAtSelfPosition = Yes 3892 RadiusDamageAffects = SELF SUICIDE 3893 DamageType = EXPLOSION 3894 DeathType = SUICIDED 3895 WeaponSpeed = 99999.0 3896 DelayBetweenShots = 0 3897 ClipSize = 1 3898 ClipReloadTime = 0 3899 AutoReloadsClip = No 3900 3901 FireSound = MisGLA07Convoy16 3902 End 3903 3904 ;------------------------------------------------------------------------------ 3905 ;The basic explosive damage inflicted to nearby units when detonated. 3906 ;------------------------------------------------------------------------------ 3907 Weapon BombTruckDefaultBombDamage 3908 PrimaryDamage = 1000.0 3909 PrimaryDamageRadius = 40.0 3910 SecondaryDamage = 100.0 3911 SecondaryDamageRadius = 65.0 3912 DamageType = EXPLOSION 3913 DeathType = EXPLODED 3914 WeaponSpeed = 99999.0 3915 ProjectileObject = NONE 3916 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 3917 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 3918 DelayBetweenShots = 0 3919 ClipSize = 1 3920 ClipReloadTime = 0 3921 AutoReloadsClip = No 3922 ;**** DON'T USE ANY EFFECTS!!! **** 3923 End 3924 3925 ;------------------------------------------------------------------------------ 3926 ;A larger explosive damage inflicted immediately to nearby units if the 3927 ;bomb-truck has the high-explosive upgrade. 3928 ;------------------------------------------------------------------------------ 3929 Weapon BombTruckHighExplosionBombDamage 3930 PrimaryDamage = 2000.0 3931 PrimaryDamageRadius = 50.0 3932 SecondaryDamage = 200.0 3933 SecondaryDamageRadius = 85.0 3934 DamageType = EXPLOSION 3935 DeathType = EXPLODED 3936 ProjectileObject = NONE 3937 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 3938 DelayBetweenShots = 0 ; time between shots, msec 3939 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3940 ClipReloadTime = 0 ; how long to reload a Clip, msec 3941 AutoReloadsClip = No 3942 3943 AntiGround = Yes 3944 DamageDealtAtSelfPosition = Yes 3945 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% 3946 ;**** DON'T USE ANY EFFECTS!!! **** 3947 End 3948 3949 ;------------------------------------------------------------------------------ 3950 ;These do no damage at all -- just effects and setting up toxic fields 3951 ;------------------------------------------------------------------------------ 3952 Weapon BombTruckDefaultBombEffect 3953 FireFX = WeaponFX_BombTruckDefaultBombDetonation 3954 FireSound = NoSound ; BombTruckBioBombDetonation 3955 End 3956 3957 ;------------------------------------------------------------------------------ 3958 ;These do no damage at all -- just effects and setting up toxic fields 3959 ;------------------------------------------------------------------------------ 3960 Weapon BombTruckBioBombEffect 3961 FireFX = WeaponFX_BombTruckBioBombDetonation 3962 FireOCL = OCL_PoisonFieldMedium 3963 FireSound = NoSound ; BombTruckBioBombDetonation 3964 End 3965 3966 ;------------------------------------------------------------------------------ 3967 ;These do no damage at all -- just effects and setting up toxic fields 3968 ;------------------------------------------------------------------------------ 3969 Weapon BombTruckAnthraxBombEffect 3970 FireFX = WeaponFX_BombTruckAnthraxBombDetonation 3971 FireOCL = OCL_PoisonFieldUpgradedMedium 3972 FireSound = NoSound ; BombTruckBioBombDetonation 3973 End 3974 3975 ;------------------------------------------------------------------------------ 3976 ;These do no damage at all -- just effects and setting up toxic fields 3977 ;------------------------------------------------------------------------------ 3978 Weapon BombTruckHighExplosiveBombEffect 3979 FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation 3980 FireSound = NoSound ; BombTruckBioBombDetonation 3981 End 3982 3983 ;------------------------------------------------------------------------------ 3984 ;These do no damage at all -- just effects and setting up toxic fields 3985 ;------------------------------------------------------------------------------ 3986 Weapon BombTruckHighExplosiveBioBombEffect 3987 FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 3988 FireOCL = OCL_PoisonFieldMedium 3989 FireSound = NoSound ; BombTruckBioBombDetonation 3990 End 3991 3992 3993 ;------------------------------------------------------------------------------ 3994 ;These do no damage at all -- just effects and setting up toxic fields 3995 ;------------------------------------------------------------------------------ 3996 Weapon BombTruckHighExplosiveAnthraxBombEffect 3997 FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation 3998 FireOCL = OCL_PoisonFieldUpgradedMedium 3999 FireSound = NoSound ; BombTruckBioBombDetonation 4000 End 4001 4002 4003 ;------------------------------------------------------------------------------ 4004 Weapon EruptionOfToxicGooWeaponLarge 4005 PrimaryDamage = 60.0 4006 PrimaryDamageRadius = 30.0 4007 SecondaryDamage = 20.0 4008 SecondaryDamageRadius = 55.0 4009 AttackRange = 0.0 4010 DamageType = POISON 4011 DeathType = POISONED 4012 WeaponSpeed = 999999 4013 ProjectileObject = NONE 4014 FireFX = WeaponFX_EruptionOfToxicGooLarge 4015 FireSound = ExplosionBattleshipTarget 4016 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4017 DelayBetweenShots = 0 ; time between shots, msec 4018 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 4019 ClipReloadTime = 0 ; how long to reload a Clip, msec 4020 End 4021 4022 ;------------------------------------------------------------------------------ 4023 Weapon EruptionOfToxicGooWeaponSmall 4024 PrimaryDamage = 30.0 4025 PrimaryDamageRadius = 30.0 4026 SecondaryDamage = 20.0 4027 SecondaryDamageRadius = 55.0 4028 AttackRange = 0.0 4029 DamageType = POISON 4030 DeathType = POISONED 4031 WeaponSpeed = 999999 4032 ProjectileObject = NONE 4033 FireFX = WeaponFX_EruptionOfToxicGooSmall 4034 FireSound = ExplosionBattleshipTarget 4035 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4036 DelayBetweenShots = 0 ; time between shots, msec 4037 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 4038 ClipReloadTime = 0 ; how long to reload a Clip, msec 4039 End 4040 4041 4042 ;------------------------------------------------------------------------------ 4043 Weapon MilitiaTankGun 4044 PrimaryDamage = 35.0 4045 PrimaryDamageRadius = 5.0 4046 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4047 AttackRange = 120.0 4048 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 4049 MaxTargetPitch = 15 ; ditto 4050 DamageType = ARMOR_PIERCING 4051 DeathType = NORMAL 4052 WeaponSpeed = 400 ; dist/sec 4053 WeaponRecoil = 5 ; angle to deflect the model when firing 4054 ProjectileObject = GenericTankShell 4055 FireFX = WeaponFX_GenericTankGunNoTracer 4056 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 4057 FireSound = MilitiaTankWeapon 4058 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4059 DelayBetweenShots = 2000 ; time between shots, msec 4060 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 4061 ClipReloadTime = 0 ; how long to reload a Clip, msec 4062 4063 ; note, these only apply to units that aren't the explicit target 4064 ; (ie, units that just happen to "get in the way"... projectiles 4065 ; always collide with the Designated Target, regardless of these flags 4066 ProjectileCollidesWith = STRUCTURES WALLS 4067 End 4068 4069 ;------------------------------------------------------------------------------ 4070 Weapon ArtilleryBarrageDamageWeapon 4071 PrimaryDamage = 105.0 ;GS changed to what it was secretly doing pending review 4072 PrimaryDamageRadius = 50.0 4073 AttackRange = 100.0 4074 DamageType = EXPLOSION 4075 DeathType = EXPLODED 4076 WeaponSpeed = 99999.0 4077 ProjectileDetonationFX = FX_ArtilleryBarrage 4078 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 4079 DelayBetweenShots = 0 ; time between shots, msec 4080 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4081 ClipReloadTime = 0 ; how long to reload a Clip, msec 4082 AutoReloadsClip = No 4083 End 4084 4085 ;------------------------------------------------------------------------------ 4086 Weapon VehicleCrashesIntoBuildingWeapon 4087 PrimaryDamage = 30.0 ; token amount of damage 4088 PrimaryDamageRadius = 30.0 4089 AttackRange = 0 4090 DamageType = EXPLOSION 4091 DeathType = EXPLODED 4092 ProjectileObject = NONE 4093 FireFX = FX_VehicleCrashesIntoBuilding 4094 FireOCL = OCL_VehicleCrashesIntoBuilding 4095 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4096 End 4097 4098 ;------------------------------------------------------------------------------ 4099 Weapon VehicleCrashesIntoNonBuildingWeapon 4100 PrimaryDamage = 30.0 ; token amount of damage 4101 PrimaryDamageRadius = 30.0 4102 AttackRange = 0 4103 DamageType = CRUSH 4104 DeathType = CRUSHED 4105 ProjectileObject = NONE 4106 ; no FX or OCL. 4107 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4108 End 4109 ;----------Shippack by Fabius!!!!-------------------- 4110 Weapon BattleShipGrenades 4111 PrimaryDamage = 125 ;100.0 4112 PrimaryDamageRadius = 5.0 4113 ScatterRadiusVsInfantry = 10.0 4114 SecondaryDamage = 80.0 4115 SecondaryDamageRadius = 10.0 4116 AttackRange = 850.0 4117 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 4118 MaxTargetPitch = 15 ; " 4119 DamageType = ARMOR_PIERCING 4120 DeathType = NORMAL 4121 WeaponSpeed = 400 ; per second 4122 WeaponRecoil = 5 ; angle to deflect the model when firing 4123 ProjectileObject = OverlordTankShell 4124 FireFX = WeaponFX_BattleshipBogusGun 4125 ProjectileDetonationFX = WeaponFX_BattleshipTargetExplode 4126 FireSound = OverlordTankWeapon 4127 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4128 DelayBetweenShots = 300 ; in msec 4129 ShotsPerBarrel = 1 4130 ClipSize = 3 4131 ClipReloadTime = 4000 4132 ProjectileCollidesWith = STRUCTURES WALLS 4133 End 4134 4135 ;------------------------------------------------------------------------------ 4136 Weapon InfernoCannons 4137 PrimaryDamage = 200.0 4138 PrimaryDamageRadius = 20.0 4139 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4140 SecondaryDamage = 100.0 4141 SecondaryDamageRadius = 40.0 4142 AttackRange = 850 4143 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 4144 MaxTargetPitch = 15 ; " 4145 DamageType = EXPLOSION 4146 DeathType = EXPLODED 4147 WeaponSpeed = 250 ; dist/sec 4148 WeaponRecoil = 5 ; angle to deflect the model when firing 4149 ProjectileObject = InfernoTankShell 4150 FireFX = WeaponFX_NukeCannonMuzzleFlash 4151 FireSound = InfernoCannonWeapon 4152 ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation 4153 ProjectileDetonationOCL = OCL_FireFieldSmall 4154 DamageDealtAtSelfPosition = Yes 4155 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 4156 DelayBetweenShots = 1000 ; in msec 4157 ShotsPerBarrel = 1 4158 ClipSize = 3 4159 ClipReloadTime = 10000 4160 4161 HistoricBonusTime = 3000 4162 HistoricBonusCount = 4 4163 HistoricBonusRadius = 20 4164 HistoricBonusWeapon = FirestormSmallCreationWeapon 4165 End 4166 4167 ;------------------------------------------------------------------------------ 4168 Weapon A10Vulcan 4169 PrimaryDamage = 60.0 4170 PrimaryDamageRadius = 15.0 ; 0 primary radius means "hits only intended victim" 4171 AttackRange = 550.0 4172 MinimumAttackRange = 125.0 4173 AcceptableAimDelta = 40 4174 DamageType = SMALL_ARMS 4175 DeathType = NORMAL 4176 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 4177 ProjectileObject = NONE 4178 FireFX = WeaponFX_Comanche20mmCannonFire 4179 FireSound = GattlingCannonWeapon 4180 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4181 DelayBetweenShots = 60 ; time between shots, msec 4182 ClipSize = 300 ; how many shots in a Clip (0 == infinite) 4183 ClipReloadTime = 5000 ; how long to reload a Clip, msec 4184 AutoReloadsClip = RETURN_TO_BASE 4185 ShowsAmmoPips = no 4186 End 4187 ;------------------------------------------------------------------------------ 4188 Weapon A10Missiles 4189 PrimaryDamage = 180 4190 PrimaryDamageRadius = 5.0 4191 SecondaryDamage = 50.0 4192 SecondaryDamageRadius = 25.0 4193 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4194 AttackRange = 400.0 4195 MinimumAttackRange = 125.0 ; this is to allow for a little "lead" for the helicopter targeting 4196 AcceptableAimDelta = 40 4197 DamageType = JET_MISSILES ;not so good against base defenses and some other units. 4198 DeathType = EXPLODED 4199 WeaponSpeed = 1000 4200 ProjectileObject = A10ThunderboltMissile 4201 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4202 DelayBetweenShots = 200 ; time between shots, msec 4203 ClipSize = 5 ; how many shots in a Clip (0 == infinite) 4204 AutoReloadsClip = RETURN_TO_BASE ;Yes 4205 ClipReloadTime = 2000 ; how long to reload a Clip, msec 4206 FireSound = ComancheMissileWeapon 4207 FireFX = None 4208 ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation 4209 ProjectileCollidesWith = STRUCTURES ENEMIES 4210 AntiAirborneVehicle = No 4211 AntiAirborneInfantry = No 4212 ShowsAmmoPips = Yes 4213 End 4214 ;------------------------------------------------------------------------------ 4215 Weapon NukeTruck 4216 PrimaryDamage = 2000.0 4217 PrimaryDamageRadius = 150.0 4218 AttackRange = 5.0 4219 DamageType = EXPLOSION 4220 DeathType = SUICIDED 4221 WeaponSpeed = 99999.0 4222 ProjectileObject = NONE 4223 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 4224 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS 4225 DelayBetweenShots = 0 4226 ClipSize = 1 4227 ClipReloadTime = 0 4228 AutoReloadsClip = No 4229 FireFX = WeaponFX_CINEConvoyNuke 4230 FireSound = CarBomberDie 4231 End 4232 4233 ;------------------------------------------------------------------------------ 4234 Weapon PTGun 4235 PrimaryDamage = 14 ;100.0 4236 PrimaryDamageRadius = 5.0 4237 ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4238 SecondaryDamage = 20.0 4239 SecondaryDamageRadius = 10.0 4240 AttackRange = 350.0 4241 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 4242 MaxTargetPitch = 15 ; ditto 4243 DamageType = ARMOR_PIERCING 4244 DeathType = EXPLODED 4245 WeaponSpeed = 800 ; dist/sec 4246 WeaponRecoil = 5 ; angle to deflect the model when firing 4247 ProjectileObject = GenericTankShell 4248 FireFX = WeaponFX_GenericTankGunNoTracer 4249 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 4250 FireSound = ScorpionTankWeapon 4251 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4252 DelayBetweenShots = 500 ; time between shots, msec 4253 4254 AntiAirborneVehicle = No 4255 AntiAirborneInfantry = No 4256 4257 ProjectileCollidesWith = STRUCTURES WALLS 4258 End 4259 4260 ;------------------------------------------------------------------------------ 4261 Weapon PTMissiles 4262 PrimaryDamage = 120 4263 PrimaryDamageRadius = 15.0 4264 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4265 AttackRange = 350.0 4266 DamageType = JET_MISSILES ;not so good against base defenses and some other units. 4267 DeathType = EXPLODED 4268 WeaponSpeed = 4000 4269 ProjectileObject = RaptorJetMissile 4270 ProjectileExhaust = MissileExhaust 4271 VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust 4272 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4273 DelayBetweenShots = 100 ; time between shots, msec 4274 ClipSize = 6 ; how many shots in a Clip (0 == infinite) 4275 AutoReloadsClip = Yes 4276 ClipReloadTime = 60000 ; how long to reload a Clip, msec 4277 FireSound = ComancheMissileWeapon 4278 FireFX = None 4279 ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation 4280 ProjectileCollidesWith = STRUCTURES ENEMIES 4281 AntiAirborneVehicle = Yes 4282 AntiAirborneInfantry = No 4283 ShowsAmmoPips = Yes 4284 End 4285 4286 ;------------------------------------------------------------------------------ 4287 Weapon ToxinPlaneSprayer 4288 PrimaryDamage = 70 4289 PrimaryDamageRadius = 40.0 4290 SecondaryDamage = 20.0 4291 SecondaryDamageRadius = 80.0 4292 AttackRange = 100.0 4293 DamageType = POISON 4294 DeathType = POISONED 4295 WeaponSpeed = 600 ; dist/sec 4296 WeaponRecoil = 0 ; angle to deflect the model when firing 4297 ProjectileObject = ToxinTruckSprayProjectile 4298 FireFX = WeaponFX_ToxinTruckSprayNozzle 4299 ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround 4300 FireOCL = OCL_PoisonFieldSmall 4301 FireSound = ToxinTractorContaminate 4302 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 4303 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4304 DelayBetweenShots = 10 ; time between shots, msec 4305 ClipSize = 400 ; how many shots in a Clip (0 == infinite) 4306 ClipReloadTime = 1000 ; how long to reload a Clip, msec 4307 ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) 4308 AutoReloadsClip = RETURN_TO_BASE 4309 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 4310 AcceptableAimDelta = 180 4311 AntiGround = Yes 4312 AntiAirborneVehicle = No 4313 ShowsAmmoPips = No 4314 AllowAttackGarrisonedBldgs = Yes 4315 End 4316 4317 ;------------------------------------------------------------------------------ 4318 Weapon ToxinPlaneSprayerUpgraded 4319 PrimaryDamage = 80 4320 PrimaryDamageRadius = 50.0 4321 SecondaryDamage = 50 4322 SecondaryDamageRadius = 80.0 4323 AttackRange = 100.0 4324 DamageType = POISON 4325 DeathType = POISONED_BETA 4326 WeaponSpeed = 600 ; dist/sec 4327 WeaponRecoil = 0 ; angle to deflect the model when firing 4328 ProjectileObject = ToxinTruckSprayProjectile 4329 FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded 4330 ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded 4331 FireOCL = OCL_PoisonFieldUpgradedSmall 4332 FireSound = ToxinTractorContaminate 4333 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 4334 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4335 DelayBetweenShots = 10 ; time between shots, msec 4336 ClipSize = 400 ; how many shots in a Clip (0 == infinite) 4337 ClipReloadTime = 1000 ; how long to reload a Clip, msec 4338 ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) 4339 AutoReloadsClip = RETURN_TO_BASE 4340 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 4341 AcceptableAimDelta = 180 4342 AntiGround = Yes 4343 AntiAirborneVehicle = No 4344 ShowsAmmoPips = No 4345 AllowAttackGarrisonedBldgs = Yes 4346 End 4347 4348 ;------------------------------------------------------------------------------ 4349 Weapon PlaneSuicideBomb 4350 PrimaryDamage = 500.0 4351 PrimaryDamageRadius = 150.0 4352 SecondaryDamage = 200.0 4353 SecondaryDamageRadius = 160.0 4354 DamageType = EXPLOSION 4355 DeathType = EXPLODED 4356 FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 4357 FireOCL = OCL_PoisonFieldMedium 4358 FireSound = BombTruckBioBombDetonation 4359 ProjectileObject = NONE 4360 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 4361 DelayBetweenShots = 0 ; time between shots, msec 4362 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4363 ClipReloadTime = 0 ; how long to reload a Clip, msec 4364 AutoReloadsClip = No 4365 AntiAirborneVehicle = Yes 4366 AntiGround = Yes 4367 DamageDealtAtSelfPosition = Yes 4368 End 4369 4370 4371 ;------------------------------------------------------------------------------ 4372 Weapon PlaneSuicideBombUpgraded 4373 PrimaryDamage = 600.0 4374 PrimaryDamageRadius = 150.0 4375 SecondaryDamage = 200.0 4376 SecondaryDamageRadius = 160.0 4377 DamageType = EXPLOSION 4378 DeathType = EXPLODED 4379 FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation 4380 FireOCL = OCL_PoisonFieldUpgradedMedium 4381 FireSound = BombTruckBioBombDetonation 4382 ProjectileObject = NONE 4383 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 4384 DelayBetweenShots = 0 ; time between shots, msec 4385 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4386 ClipReloadTime = 0 ; how long to reload a Clip, msec 4387 AutoReloadsClip = No 4388 AntiAirborneVehicle = Yes 4389 AntiGround = Yes 4390 DamageDealtAtSelfPosition = Yes 4391 End 4392 4393 ;------------------------------------------------------------------------------ 4394 Weapon Chinook 4395 4396 PrimaryDamage = 10.0 4397 PrimaryDamageRadius = 5.0 ; 0 primary radius means "hits only intended victim" 4398 AttackRange = 300.0 4399 MinimumAttackRange = 25.0 4400 AcceptableAimDelta = 40 4401 DamageType = SMALL_ARMS 4402 DeathType = NORMAL 4403 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 4404 ProjectileObject = NONE 4405 FireFX = WeaponFX_Comanche20mmCannonFire 4406 FireSound = GattlingCannonWeapon 4407 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4408 DelayBetweenShots = 60 ; time between shots, msec 4409 ClipSize = 300 ; how many shots in a Clip (0 == infinite) 4410 ClipReloadTime = 5000 ; how long to reload a Clip, msec 4411 AutoReloadsClip = Yes 4412 ShowsAmmoPips = no 4413 End 4414 4415 4416 ;------------------------------------------------------------------------------ 4417 4418 Weapon B52CarpetBomb 4419 PrimaryDamage = 60.0 4420 PrimaryDamageRadius = 40.0 4421 AttackRange = 700.0 ; this needs to be pretty high, since the Aurora moves so fast 4422 AcceptableAimDelta = 15 ; we don't really need to be aimed directly at the target. 4423 DamageType = AURORA_BOMB 4424 DeathType = EXPLODED 4425 ScatterRadius = 150.0 4426 WeaponSpeed = 99999 4427 ProjectileObject = ScorpionMissile 4428 FireFX = FX_AuroraBombLaunch 4429 ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion 4430 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4431 DelayBetweenShots = 50 4432 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 4433 ClipReloadTime = 30000 ; how long to reload a Clip, msec 4434 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 4435 ShowsAmmoPips = Yes 4436 4437 ; note, these only apply to units that aren't the explicit target 4438 ; (ie, units that just happen to "get in the way"... projectiles 4439 ; always collide with the Designated Target, regardless of these flags 4440 ProjectileCollidesWith = STRUCTURES 4441 End 4442 ;------------------------------------------------------------------------------ 4443 4444 4445 Weapon BeagleJetBombWeapon 4446 PrimaryDamage = 150.0 4447 PrimaryDamageRadius = 100.0 4448 AttackRange = 400.0 ; this needs to be pretty high, since the Aurora moves so fast 4449 ScatterRadius = 20.0 4450 AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. 4451 DamageType = AURORA_BOMB 4452 DeathType = EXPLODED 4453 WeaponSpeed = 100 4454 ProjectileObject = AuroraBomb 4455 FireFX = FX_AuroraBombLaunch 4456 ProjectileDetonationFX = FX_AuroraBombDetonate 4457 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4458 DelayBetweenShots = 100 4459 ClipSize = 7 ; how many shots in a Clip (0 == infinite) 4460 ClipReloadTime = 20000 ; how long to reload a Clip, msec 4461 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 4462 ShowsAmmoPips = Yes 4463 4464 ; note, these only apply to units that aren't the explicit target 4465 ; (ie, units that just happen to "get in the way"... projectiles 4466 ; always collide with the Designated Target, regardless of these flags 4467 ProjectileCollidesWith = STRUCTURES 4468 End 4469 4470 Weapon GrenadeWeapon 4471 PrimaryDamage = 45.0 4472 PrimaryDamageRadius = 5.0 4473 SecondaryDamage = 20.0 4474 SecondaryDamageRadius = 10.0 4475 AttackRange = 70.0 4476 MinimumAttackRange = 30.0 4477 DamageType = EXPLOSION 4478 DeathType = EXPLODED 4479 WeaponSpeed = 120 4480 ProjectileObject = RangerFlashBangGrenade 4481 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4482 FireSound = RangerFlashBangWeapon 4483 ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 4484 DelayBetweenShots = 0 ; time between shots, msec 4485 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4486 ClipReloadTime = 10000 ; how long to reload a Clip, msec 4487 AutoReloadsClip = Yes 4488 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 4489 ProjectileCollidesWith = STRUCTURES WALLS 4490 AllowAttackGarrisonedBldgs = Yes 4491 End 4492 4493 Weapon StealthJetBombWeapon 4494 PrimaryDamage = 250.0 4495 PrimaryDamageRadius = 50.0 4496 AttackRange = 80.0 ; this needs to be pretty high, since the Aurora moves so fast 4497 ScatterRadius = 20.0 4498 AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. 4499 DamageType = AURORA_BOMB 4500 DeathType = EXPLODED 4501 WeaponSpeed = 100 4502 ProjectileObject = AuroraBomb 4503 FireFX = FX_AuroraBombLaunch 4504 ProjectileDetonationFX = FX_AuroraBombDetonate 4505 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4506 DelayBetweenShots = 100 4507 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 4508 ClipReloadTime = 20000 ; how long to reload a Clip, msec 4509 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 4510 ShowsAmmoPips = Yes 4511 4512 ; note, these only apply to units that aren't the explicit target 4513 ; (ie, units that just happen to "get in the way"... projectiles 4514 ; always collide with the Designated Target, regardless of these flags 4515 ProjectileCollidesWith = STRUCTURES 4516 End 4517 4518 Weapon ChinaMLRSRocket 4519 PrimaryDamage = 100.0 4520 PrimaryDamageRadius = 15.0 4521 SecondaryDamage = 40.0 4522 SecondaryDamageRadius = 30.0 4523 DamageType = JET_MISSILES; since creates FireField to do the flame damage 4524 DeathType = EXPLODED 4525 AttackRange = 800.0 4526 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed 4527 ProjectileObject = ScorpionMissile2 4528 ProjectileExhaust = ScudMissileExhaust 4529 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 4530 FireFX = FX_ScudLauncherIgnition 4531 FireSound = MigJetNapalmWeapon 4532 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4533 AcceptableAimDelta = 30 4534 DelayBetweenShots = 3000 ; time between shots, msec 4535 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 4536 ClipReloadTime = 8000 ; how long to reload a Clip, msec 4537 AutoReloadsClip = Yes ; must return to base to reload this weapon 4538 AntiGround = No 4539 ProjectileDetonationFX = WeaponFX_raptorMissileDetonation 4540 4541 DamageDealtAtSelfPosition = Yes 4542 HistoricBonusTime = 3000 4543 HistoricBonusCount = 8 4544 HistoricBonusRadius = 100 4545 HistoricBonusWeapon = FirestormSmallCreationWeapon 4546 ProjectileCollidesWith = STRUCTURES 4547 AntiAirborneVehicle = Yes 4548 AntiAirborneInfantry = No 4549 ShowsAmmoPips = Yes 4550 End 4551 Weapon BadgerMissile 4552 PrimaryDamage = 600.0 4553 PrimaryDamageRadius = 50.0 4554 SecondaryDamage = 50.0 4555 SecondaryDamageRadius = 100.0 4556 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4557 AttackRange = 850.0 4558 MinimumAttackRange = 200.0 4559 PreAttackDelay = 1000 4560 PreAttackType = PER_SHOT ; Do the delay every single shot 4561 DamageType = EXPLOSION 4562 DeathType = EXPLODED 4563 FireFX = FX_ScudLauncherIgnition 4564 ProjectileObject = BadgerMissile 4565 ProjectileExhaust = ScudMissileExhaust 4566 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 4567 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive 4568 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4569 FireSound = ScudLauncherWeapon 4570 AutoReloadsClip = RETURN_TO_BASE 4571 DelayBetweenShots = 1 4572 AcceptableAimDelta = 180 4573 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4574 ClipReloadTime = 20000 ; how long to reload a Clip, msec 4575 ; Uses a clip of one to get the Reloading modelcondition 4576 4577 ; note, these only apply to units that aren't the explicit target 4578 ; (ie, units that just happen to "get in the way"... projectiles 4579 ; always collide with the Designated Target, regardless of these flags 4580 ProjectileCollidesWith = STRUCTURES 4581 End 4582 4583 ;------------------------------------------------------------------------------ 4584 Weapon CommandoWeapon 4585 PrimaryDamage = 20.0 4586 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 4587 AttackRange = 125.0 4588 DamageType = SMALL_ARMS 4589 DeathType = NORMAL 4590 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 4591 ProjectileObject = NONE 4592 FireFX = WeaponFX_GenericMachineGunFire 4593 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 4594 FireSound = ColonelBurtonWeapon 4595 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4596 DelayBetweenShots = 100 ; time between shots, msec 4597 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 4598 ClipReloadTime = 500 ; how long to reload a Clip, msec 4599 End 4600 4601 4602 4603 ;------------------------------------------------------ 4604 Weapon RocketMines 4605 PrimaryDamage = 0.001 4606 4607 ScatterRadius = 0 ;changed to zero, unless you want to soften the results of the table below 4608 4609 ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below 4610 ScatterTarget = X: 0.000 Y: 0.133 4611 ScatterTarget = X: 0.133 Y:-0.200 4612 ScatterTarget = X:-0.067 Y: 0.667 4613 ScatterTarget = X: 0.300 Y: 0.300 4614 ScatterTarget = X: 0.767 Y: 0.000 4615 ScatterTarget = X: 0.500 Y:-0.567 4616 ScatterTarget = X:-0.333 Y:-0.800 4617 ScatterTarget = X:-0.600 Y:-0.1333 4618 ScatterTarget = X:-0.567 Y: 0.433 4619 ScatterTarget = X: 0.000 Y: 0.133 4620 ScatterTarget = X: 0.133 Y:-0.200 4621 ScatterTarget = X:-0.067 Y: 0.667 4622 ScatterTarget = X: 0.300 Y: 0.300 4623 ScatterTarget = X: 0.767 Y: 0.000 4624 ScatterTarget = X: 0.500 Y:-0.567 4625 ScatterTarget = X:-0.333 Y:-0.800 4626 ScatterTarget = X:-0.600 Y:-0.1333 4627 ScatterTarget = X:-0.567 Y: 0.433 4628 ScatterTarget = X: 0.000 Y: 0.133 4629 ScatterTarget = X: 0.133 Y:-0.200 4630 4631 AttackRange = 300 4632 MinimumAttackRange = 50.0 4633 DamageType = EXPLOSION 4634 DeathType = EXPLODED 4635 WeaponSpeed = 300 4636 MinWeaponSpeed = 75 4637 ProjectileObject = ChinaSMine 4638 VeterancyFireFX = HEROIC HeroicMissileExhaust 4639 ProjectileExhaust = MissileExhaust 4640 FireFX = WeaponFX_BattleshipBogusGun 4641 FireSound = MigJetNapalmWeapon 4642 ProjectileDetonationFX = WeaponFX_MineDetonation 4643 ; RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR 4644 DelayBetweenShots = 40 4645 ClipSize = 10 4646 ClipReloadTime = 80000 4647 AutoReloadsClip = Yes 4648 End 4649 4650 ;------------------------------------------------------------------------------ 4651 Weapon RocketMinesGun 4652 PrimaryDamage = 15.0 4653 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 4654 AttackRange = 230.0 4655 DamageType = Gattling 4656 DeathType = NORMAL 4657 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 4658 ProjectileObject = NONE 4659 FireFX = WeaponFX_GattlingTankMachineGunFire 4660 VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers 4661 FireSound = GattlingTankWeapon 4662 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4663 DelayBetweenShots = 400 ; time between shots, msec 4664 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 4665 ClipReloadTime = 0 ; how long to reload a Clip, msec 4666 ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" 4667 ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" 4668 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 4669 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 4670 WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) 4671 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 4672 ; AntiAirborneVehicle = Yes 4673 ; AntiAirborneInfantry = Yes 4674 AntiGround = Yes 4675 End 4676 4677 ;------------------------------------------------------------------------------ 4678 Weapon T98TankGun 4679 PrimaryDamage = 50.0 4680 PrimaryDamageRadius = 5.0 4681 ScatterRadiusVsInfantry = 40.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4682 AttackRange = 170.0 4683 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 4684 MaxTargetPitch = 15 ; ditto 4685 DamageType = ARMOR_PIERCING 4686 DeathType = NORMAL 4687 WeaponSpeed = 400 ; dist/sec 4688 WeaponRecoil = 5 ; angle to deflect the model when firing 4689 ProjectileObject = BattleMasterTankShell 4690 FireFX = WeaponFX_GenericTankGunNoTracerSmall 4691 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 4692 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 4693 FireSound = BattlemasterTankWeapon 4694 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4695 DelayBetweenShots = 1500 ; time between shots, msec 4696 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 4697 ClipReloadTime = 0 ; how long to reload a Clip, msec 4698 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells 4699 4700 ; note, these only apply to units that aren't the explicit target 4701 ; (ie, units that just happen to "get in the way"... projectiles 4702 ; always collide with the Designated Target, regardless of these flags 4703 ProjectileCollidesWith = STRUCTURES WALLS 4704 End 4705 4706 ;------------------------------------------------------------------------------ 4707 Weapon su30Weapon 4708 PrimaryDamage = 100.0 4709 PrimaryDamageRadius = 5.0 4710 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4711 AttackRange = 320 ;400.0 4712 MinimumAttackRange = 100.0 4713 AcceptableAimDelta = 30 4714 DamageType = JET_MISSILES 4715 DeathType = EXPLODED 4716 WeaponSpeed = 1000 4717 ProjectileObject = RaptorJetMissile 4718 ProjectileExhaust = ScudMissileExhaust 4719 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 4720 FireFX = None 4721 FireSound = RaptorJetMissileWeapon 4722 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 4723 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4724 DelayBetweenShots = 150 4725 ClipSize = 2 4726 ClipReloadTime = 12000 4727 AutoReloadsClip = RETURN_TO_BASE 4728 ProjectileCollidesWith = STRUCTURES 4729 AntiAirborneVehicle = Yes 4730 AntiAirborneInfantry = No 4731 ShowsAmmoPips = Yes 4732 End 4733 4734 4735 4736 Weapon SAMMissileWeaponAir 4737 PrimaryDamage = 100.0 4738 PrimaryDamageRadius = 5.0 4739 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4740 AttackRange = 550.0 4741 DamageType = EXPLOSION 4742 DeathType = EXPLODED 4743 WeaponSpeed = 600 4744 ProjectileObject = SAMMissile 4745 ProjectileExhaust = ScudMissileExhaust 4746 FireFX = FX_BuggyMissileIgnition 4747 FireSound = PatriotBatteryWeapon 4748 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4749 DelayBetweenShots = 1000 ; time between shots, msec 4750 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4751 ClipReloadTime = 5000 ; how long to reload a Clip, msec 4752 AutoReloadsClip = Yes 4753 PreAttackDelay = 250 4754 AntiAirborneVehicle = Yes 4755 AntiAirborneInfantry = Yes 4756 AntiGround = No 4757 AntiBallisticMissile = Yes 4758 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 4759 ProjectileCollidesWith = STRUCTURES 4760 End 4761 4762 4763 ;------------------------------------------------------------------------------ 4764 Weapon f15Weapon 4765 PrimaryDamage = 100.0 4766 PrimaryDamageRadius = 5.0 4767 SecondaryDamage = 5.0 4768 SecondaryDamageRadius = 10.0 4769 DamageType = EXPLOSION ; since creates FireField to do the flame damage 4770 DeathType = EXPLODED 4771 AttackRange = 600.0 4772 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed 4773 ProjectileObject = RaptorJetMissile2 4774 ProjectileExhaust = ScudMissileExhaust 4775 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 4776 FireFX = FX_ScudLauncherIgnition 4777 FireSound = MigJetNapalmWeapon 4778 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4779 AcceptableAimDelta = 30 4780 DelayBetweenShots = 300 ; time between shots, msec 4781 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 4782 ClipReloadTime = 8000 ; how long to reload a Clip, msec 4783 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 4784 AntiGround = No 4785 ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation 4786 ProjectileDetonationOCL = OCL_FireFieldSmall 4787 DamageDealtAtSelfPosition = Yes 4788 HistoricBonusTime = 3000 4789 HistoricBonusCount = 8 4790 HistoricBonusRadius = 100 4791 HistoricBonusWeapon = FirestormSmallCreationWeapon 4792 ProjectileCollidesWith = STRUCTURES 4793 AntiAirborneVehicle = Yes 4794 AntiAirborneInfantry = No 4795 ShowsAmmoPips = Yes 4796 End 4797 4798 ;------------------------------------------------------------------------------ 4799 Weapon t72TankGun 4800 PrimaryDamage = 30.0 4801 PrimaryDamageRadius = 5.0 4802 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4803 AttackRange = 180.0 4804 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 4805 MaxTargetPitch = 15 ; ditto 4806 DamageType = ARMOR_PIERCING 4807 DeathType = NORMAL 4808 WeaponSpeed = 400 ; dist/sec 4809 WeaponRecoil = 5 ; angle to deflect the model when firing 4810 ProjectileObject = ScorpionTankShell 4811 FireFX = WeaponFX_GenericTankGunNoTracerSmall 4812 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 4813 ;Commented out to show it has been moved to ScoprionTankGunFXWeapon, 4814 ;because the art for the Toxin shell version incorporates the normal explosion. 4815 ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 4816 FireSound = ScorpionTankWeapon 4817 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4818 DelayBetweenShots = 1000 ; time between shots, msec 4819 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 4820 ClipReloadTime = 0 ; how long to reload a Clip, msec 4821 4822 4823 ; note, these only apply to units that aren't the explicit target 4824 ; (ie, units that just happen to "get in the way"... projectiles 4825 ; always collide with the Designated Target, regardless of these flags 4826 ProjectileCollidesWith = STRUCTURES WALLS 4827 End 4828 4829 ;------------------------------------------------------ 4830 Weapon RocketDisMines 4831 PrimaryDamage = 20.0 4832 PrimaryDamageRadius = 150.0 4833 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4834 AttackRange = 10 4835 MinimumAttackRange = 0 4836 MinTargetPitch = -90 4837 MaxTargetPitch = 79 4838 DamageType = EXPLOSION 4839 DeathType = EXPLODED 4840 WeaponSpeed = 250 ; dist/sec 4841 MinWeaponSpeed = 75 4842 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range 4843 ProjectileObject = InfernoTankShellUpgraded2 4844 FireFX = WeaponFX_GenericTankGunNoTracer 4845 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 4846 FireSound = InfernoCannonWeapon 4847 ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation 4848 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 4849 DelayBetweenShots = 4000 ; time between shots, msec 4850 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4851 ClipReloadTime = 20000 ; how long to reload a Clip, msec 4852 4853 HistoricBonusTime = 3000 4854 HistoricBonusCount = 6 4855 HistoricBonusRadius = 20 4856 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon 4857 End 4858 4859 4860 ;------------------------------------------------------------------------------ 4861 Weapon MIG29weapon 4862 PrimaryDamage = 10.0 4863 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 4864 AttackRange = 450.0 4865 DamageType = SMALL_ARMS 4866 DeathType = NORMAL 4867 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 4868 ProjectileObject = NONE 4869 FireFX = WeaponFX_QuadCannonGunFire 4870 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 4871 FireSound = QuadCannonWeapon 4872 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4873 DelayBetweenShots = 50 ;250 ; time between shots, msec 4874 ClipSize = 150 ; how many shots in a Clip (0 == infinite) 4875 ClipReloadTime = 2000 ; how long to reload a Clip, msec 4876 AutoReloadsClip = RETURN_TO_BASE 4877 AntiAirborneVehicle = Yes 4878 AntiAirborneInfantry = Yes 4879 AntiGround = Yes 4880 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 4881 End 4882 4883 4884 Weapon MLRSRocket 4885 PrimaryDamage = 50.0 4886 PrimaryDamageRadius = 15.0 4887 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4888 ScatterRadius = 15.0 4889 AttackRange = 525.0 4890 DamageType = JET_MISSILES 4891 DeathType = EXPLODED 4892 PreAttackDelay = 1500 4893 AcceptableAimDelta = 15 4894 MinimumAttackRange = 100.0 4895 WeaponSpeed = 1 ; locomotor specifies speed. 4896 ProjectileObject = MLRSMissile 4897 ProjectileExhaust = ScudMissileExhaust 4898 FireSound = PatriotBatteryWeapon 4899 FireFX = FX_BuggyMissileIgnition 4900 PreAttackType = PER_ATTACK 4901 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4902 DelayBetweenShots = 1 ; time between shots, msec 4903 ClipSize = 10 ; how many shots in a Clip (0 == infinite) 4904 ClipReloadTime = 10000 ; how long to reload a Clip, msec 4905 AutoReloadsClip = Yes 4906 AntiAirborneVehicle = No 4907 AntiAirborneInfantry = No 4908 AntiGround = Yes 4909 AntiBallisticMissile = No 4910 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 4911 ProjectileCollidesWith = STRUCTURES 4912 End 4913 4914 ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- 4915 ;------------------------------------------------------------------------------ 4916 ;------------------------------------------------------------------------------ 4917 Weapon submarineWeapon 4918 PrimaryDamage = 2000.0 4919 PrimaryDamageRadius = 70.0 4920 SecondaryDamage = 40.0 4921 SecondaryDamageRadius = 30.0 4922 DamageType = EXPLOSION; since creates FireField to do the flame damage 4923 DeathType = EXPLODED 4924 AttackRange = 800.0 4925 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed 4926 ProjectileObject = SubNukeMissile 4927 ProjectileExhaust = ScudMissileExhaust 4928 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 4929 FireFX = FX_ScudLauncherIgnition 4930 FireSound = NukeCannonWeapon 4931 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 4932 DelayBetweenShots = 300 ; time between shots, msec 4933 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4934 ClipReloadTime = 50000 ; how long to reload a Clip, msec 4935 AutoReloadsClip = Yes ; must return to base to reload this weapon 4936 AntiGround = Yes 4937 ProjectileDetonationFX = WeaponFX_NukeCannon 4938 ProjectileDetonationOCL = OCL_RadiationFieldMedium 4939 DamageDealtAtSelfPosition = Yes 4940 HistoricBonusTime = 3000 4941 HistoricBonusCount = 8 4942 HistoricBonusRadius = 100 4943 ProjectileCollidesWith = STRUCTURES 4944 4945 End 4946 Weapon submarineWeapon2 4947 PrimaryDamage = 200.0 4948 PrimaryDamageRadius = 10.0 4949 SecondaryDamage = 50.0 4950 SecondaryDamageRadius = 25.0 4951 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4952 AttackRange = 500.0 4953 PreAttackDelay = 250 4954 PreAttackType = PER_SHOT ; Do the delay every single shot 4955 MinimumAttackRange = 10.0 4956 DamageType = SURRENDER 4957 DeathType = EXPLODED 4958 FireFX = FX_TomahawkIgnition 4959 ProjectileObject = SubMissile 4960 ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation 4961 ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation 4962 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 4963 FireSound = TomahawkWeapon 4964 DelayBetweenShots = 700 4965 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 4966 ClipReloadTime = 7000 ; how long to reload a Clip, msec 4967 ; Uses a clip of one to get the Reloading modelcondition 4968 CapableOfFollowingWaypoints = Yes 4969 4970 ; note, these only apply to units that aren't the explicit target 4971 ; (ie, units that just happen to "get in the way"... projectiles 4972 ; always collide with the Designated Target, regardless of these flags 4973 4974 End 4975 4976 4977 Weapon T98EraArmor 4978 PrimaryDamage = 100.0 4979 PrimaryDamageRadius = 0.0 4980 AttackRange = 15.0 4981 DamageType = LASER 4982 DeathType = EXPLODED 4983 WeaponSpeed = 999999.0 ; dist/sec 4984 DelayBetweenShots = 1000 ; time between shots, msec 4985 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 4986 ClipReloadTime = 0 ; how long to reload a Clip, msec 4987 AcceptableAimDelta = 180 ; Don't need to turn at all. 4988 AntiSmallMissile = Yes 4989 AntiBallisticMissile= Yes 4990 AntiGround = No 4991 AntiProjectile = No 4992 End 4993 4994 Weapon FrigateAntiAirMissileWeapon 4995 PrimaryDamage = 15.0 4996 PrimaryDamageRadius = 5.0 4997 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4998 AttackRange = 400.0 4999 DamageType = EXPLOSION 5000 DeathType = EXPLODED 5001 WeaponSpeed = 600 5002 ProjectileObject = PatriotMissile 5003 ProjectileExhaust = MissileExhaust 5004 FireFX = FX_BuggyMissileIgnition 5005 FireSound = PatriotBatteryWeapon 5006 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 5007 DelayBetweenShots = 25 ; time between shots, msec 5008 ClipSize = 14 ; how many shots in a Clip (0 == infinite) 5009 ClipReloadTime = 2000 ; how long to reload a Clip, msec 5010 AutoReloadsClip = Yes 5011 AntiAirborneVehicle = Yes 5012 AntiAirborneInfantry = Yes 5013 AntiGround = No 5014 AntiBallisticMissile = Yes 5015 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 5016 ProjectileCollidesWith = STRUCTURES 5017 End 5018 5019 ;----------------------------------------------------------------------- 5020 Weapon FrigateConnonWeapon 5021 PrimaryDamage = 150.0 5022 PrimaryDamageRadius = 5.0 5023 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 5024 AttackRange = 150.0 5025 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 5026 MaxTargetPitch = 15 ; ditto 5027 DamageType = ARMOR_PIERCING 5028 DeathType = NORMAL 5029 WeaponSpeed = 400 ; dist/sec 5030 ProjectileObject = BattleMasterTankShell 5031 FireFX = WeaponFX_GenericTankGunNoTracerSmall 5032 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 5033 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 5034 FireSound = BattlemasterTankWeapon 5035 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 5036 DelayBetweenShots = 1000 ; time between shots, msec 5037 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 5038 ClipReloadTime = 0 ; how long to reload a Clip, msec 5039 ProjectileCollidesWith = STRUCTURES WALLS 5040 End 5041 ;---------------------------------------------------------------------------- 5042 Weapon T98EraArmorweapon 5043 PrimaryDamage = 100.0 5044 PrimaryDamageRadius = 0.0 5045 AttackRange = 15.0 5046 DamageType = LASER 5047 DeathType = EXPLODED 5048 WeaponSpeed = 999999.0 ; dist/sec 5049 DelayBetweenShots = 1000 ; time between shots, msec 5050 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 5051 ClipReloadTime = 0 ; how long to reload a Clip, msec 5052 AcceptableAimDelta = 180 ; Don't need to turn at all. 5053 AntiSmallMissile = Yes 5054 AntiBallisticMissile= Yes 5055 AntiGround = No 5056 AntiProjectile = No 5057 End 5058 5059 ;----------------------------------------------------------------------- 5060 Weapon AntiSubMissileWeapon 5061 PrimaryDamage = 300.0 5062 PrimaryDamageRadius = 10.0 5063 SecondaryDamage = 50.0 5064 SecondaryDamageRadius = 25.0 5065 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 5066 AttackRange = 1.0 5067 5068 MinimumAttackRange = 0.0 5069 DamageType = AURORA_BOMB 5070 DeathType = EXPLODED 5071 ProjectileObject = AntiSubMissile 5072 ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation 5073 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 5074 FireSound = TomahawkWeapon 5075 DelayBetweenShots = 700 5076 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 5077 ClipReloadTime = 0 ; how long to reload a Clip, msec 5078 ; Uses a clip of one to get the Reloading modelcondition 5079 CapableOfFollowingWaypoints = Yes 5080 5081 ; note, these only apply to units that aren't the explicit target 5082 ; (ie, units that just happen to "get in the way"... projectiles 5083 ; always collide with the Designated Target, regardless of these flags 5084 5085 End 5086 5087 5088 ;------------------------------------------------------------------------------ 5089 Weapon 120mmGun 5090 PrimaryDamage = 125.0 5091 PrimaryDamageRadius = 25.0 5092 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 5093 AttackRange = 225.0 5094 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 5095 MaxTargetPitch = 15 ; ditto 5096 DamageType = ARMOR_PIERCING 5097 DeathType = NORMAL 5098 WeaponSpeed = 300 ; dist/sec 5099 WeaponRecoil = 5 ; angle to deflect the model when firing 5100 ProjectileObject = GenericTankShell 5101 FireFX = WeaponFX_GenericTankGunNoTracer 5102 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 5103 ProjectileDetonationFX = FX_120mmExplosion 5104 FireSound = PaladinTankWeapon 5105 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 5106 DelayBetweenShots = 2000 ; time between shots, msec 5107 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 5108 ClipReloadTime = 0 ; how long to reload a Clip, msec 5109 5110 ; note, these only apply to units that aren't the explicit target 5111 ; (ie, units that just happen to "get in the way"... projectiles 5112 ; always collide with the Designated Target, regardless of these flags 5113 ProjectileCollidesWith = STRUCTURES WALLS 5114 End 5115 5116 ;------------------------------------------------------------------------------
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