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/Command and conquer Generals/Bataille Navale/INI/ -> Weapon.ini (source)

   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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