;////////////////////////////////////////////////////////////////////////////// ;FILE: Weapon.ini (SYSTEM) //////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ; Please keep all weapons belonging to the same unit grouped together, instead ; of grouping all Elite weapons together. ;------------------------------------------------------------------------------ ;------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; these are the new, "shell-based" projectile tank weapons. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon 12MissileCruiserMissile PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 DamageType = INFANTRY_MISSILE DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 250 ClipSize = 8 ClipReloadTime = 1500 AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ProjectileCollidesWith = STRUCTURES End Weapon 12MissileCruiserPDL PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 150.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 DelayBetweenShots = 100 ClipSize = 0 ClipReloadTime = 0 AcceptableAimDelta = 180 AntiSmallMissile = Yes AntiProjectile = Yes LaserName = PointDefenseLaserBeam FireFX = WeaponFX_PaladinPointDefenseLaser End Weapon 12MissileCruiserBarrage PrimaryDamage = 150.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 AttackRange = 1000.0 PreAttackDelay = 250 PreAttackType = PER_SHOT MinimumAttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_TomahawkIgnition ProjectileObject = 12UMCruiserMissile ProjectileExhaust = TomahawkMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = TomahawkWeapon ScatterRadius = 80 AcceptableAimDelta = 180 DelayBetweenShots = 500 ClipSize = 24 ClipReloadTime = 7000 CapableOfFollowingWaypoints = Yes ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon MarauderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 10 ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon MarauderTankGunUpgradeOne PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 AttackRange = 150.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon MarauderTankGunUpgradeTwo PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 500 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 100 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ScorpionTankGun PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScoprionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ScoprionTankGunFXWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 125.0 FireFX = WeaponFX_GenericTankShellDetonation End ;------------------------------------------------------------------------------ Weapon OverlordTankGun PrimaryDamage = 80 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon StrategyCenterGun PrimaryDamage = 200.0 PrimaryDamageRadius = 25.0 ScatterRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 MinimumAttackRange = 100.0 MinTargetPitch = 45 ; we may not target anything outside of this pitch range MaxTargetPitch = 80 ; ditto DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 150 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_ArtilleryBarrage FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon BattleMasterTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon CrusaderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = CrusaderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon PaladinTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = PaladinTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon PaladinPointDefenseLaser PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = PointDefenseLaserBeam FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon TechnicalCannonWeapon PrimaryDamage = 45.0 PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = COMANCHE_VULCAN DeathType = EXPLODED WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ ; end new "shell based" tank weapons ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon CrusaderMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 25.0 AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_GenericTankGun FireSound = GenericMachineGunFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------- Weapon TunnelNetworkGun PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = HumveeWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon HumveeGun PrimaryDamage = 16.0 PrimaryDamageRadius = 0.0 AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = HumveeWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon HumveeMissileWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = HumveeMissile ProjectileExhaust = TowMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = HumveeWeaponTOW ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon HumveeMissileWeaponAir PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = HumveeWeaponTOW ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon RangerAdvancedCombatRifle PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon CINE_RangerAdvancedCombatRifle PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 999999.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon MissileDefenderMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 DamageType = INFANTRY_MISSILE DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon MissileDefenderLaserGuidedMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300.0 ;Extending this range, allows the special ability to work better. DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon GLAJarmenKellRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon CINE_GLAJarmenKellRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 999999.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon CINE_USAPathfinderSniperRifle PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 999999.0 DamageType = FLESHY_SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed FireSound = PathfinderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon USAPathfinderSniperRifle PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 300.0 DamageType = FLESHY_SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed FireSound = PathfinderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon GLAJarmenKellVehiclePilotSniperRifle PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = KILL_PILOT DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = JarmenKellWeaponSnipe RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 30000 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon ColonelBurtonSniperRifleWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 125.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = ColonelBurtonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 500 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ColonelBurtonKnifeWeapon LeechRangeWeapon = Yes PrimaryDamage = 10000.0 ; always kills target in one hit PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 3.0 DamageType = MELEE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = NONE;! FireSound = HeroUSAKnifeAttack DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1367 ; how long to reload a Clip, msec PreAttackDelay = 833 ; 833 is natural time of the stabbing animation. PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon GLARebelMachineGun PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX FireSound = RebelWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ ;*********************** Cinematic Only *************************************** Weapon CINE_GLARebelMachineGun PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 250.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX FireSound = RebelWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ ; sorry, no tranqs, cut for this version (srj) ;Weapon GLARebelTranqDartsWeapon ; PrimaryDamage = 50.0 ; PrimaryDamageRadius = 0.0 ; AttackRange = 70.0 ; DamageType = SURRENDER ; DeathType = NORMAL ; WeaponSpeed = 999999.0 ; ProjectileObject = NONE ; FireFX = WeaponFX_GenericMachineGunFire ; @todo need custom FX ; VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; @todo need custom FX ; FireSound = RebelWeaponTranquilizer ; DelayBetweenShots = 2000 ; ClipSize = 0 ; ClipReloadTime = 0 ;End ;------------------------------------------------------------------------------ Weapon RedguardMachineGun PrimaryDamage = 15.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ChinaOfficerMachineGun PrimaryDamage = 30.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 DamageType = FLESHY_SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 1538 ; 1538 is natural time of drawing gun animation PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon AmericaOfficerMachineGun PrimaryDamage = 30.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 80.0 DamageType = FLESHY_SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = HeroUSAKnifeAttack RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 1538 ; 1538 is natural time of drawing gun animation PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ ; sorry, no stun bullets, cut for this version (srj) ;Weapon RedguardStunBulletsMachineGun ; PrimaryDamage = 50.0 ; PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" ; AttackRange = 80.0 ; DamageType = SURRENDER ; DeathType = NORMAL ; WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ; ProjectileObject = NONE ; FireFX = WeaponFX_GenericMachineGunFire ; VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; FireSound = RedGuardWeapon ; RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; DelayBetweenShots = 2000 ; time between shots, msec ; ClipSize = 0 ; how many shots in a Clip (0 == infinite) ; ClipReloadTime = 0 ; how long to reload a Clip, msec ;End ;------------------------------------------------------------------------------ Weapon RedguardBayonet PrimaryDamage = 10000.0 ; always kills target in one hit PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 8.0 DamageType = MELEE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = HeroUSAKnifeAttack RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 10 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon GattlingTankGun PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 175.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 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) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon GattlingTankGunAir PrimaryDamage = 12.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 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) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon GattlingBuildingGun PrimaryDamage = 10.0 ;5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 225.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 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) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon GattlingBuildingGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 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) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon WatchTowerMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon CommandoMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 80.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon Comanche20mmCannonWeapon PrimaryDamage = 6.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireSound = ComancheWeaponMachineGun FireFX = WeaponFX_Comanche20mmCannonFire VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = Yes End ;------------------------------------------------------------------------------ Weapon ComancheAntiTankMissileWeapon PrimaryDamage = 50 PrimaryDamageRadius = 5.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = JET_MISSILES ;not so good against base defenses and some other units. DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = ComancheAntiTankMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 8 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = Yes ClipReloadTime = 15000 ; how long to reload a Clip, msec FireSound = ComancheMissileWeapon FireFX = None ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon ComancheRocketPodWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 40.0 ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; @todo srj -- need better targets; these are copied from Scud Storm ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = ComancheRocketPodRocket ProjectileExhaust = MissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 20 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = Yes ClipReloadTime = 30000 ; how long to reload a Clip, msec FireSound = ComancheRocketPodWeaponSound FireFX = None ProjectileDetonationFX = WeaponFX_ComancheRocketPodRocketDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No End ;------------------------------------------------------------------------------ Weapon ToxinShellWeapon ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_ToxinShellWeapon FireOCL = OCL_PoisonFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon ToxinShellWeaponUpgraded ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldUpgradedSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ ; When a barrel explodes Weapon BarrelWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 15.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 30.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ ; When a TankerTruck explodes Weapon TankerTruckWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 65.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon A10ThunderboltVulcan PrimaryDamage = 10.0 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" AttackRange = 450.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 60 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon A10ThunderboltMissileWeapon PrimaryDamage = 200.0 ;GS changed to what it was secretly doing pending review PrimaryDamageRadius = 50.0 AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 20000 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon NeutronMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------ Weapon ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon ScudStormDamageWeapon PrimaryDamage = 600.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 200.0 ;50.0 SecondaryDamageRadius = 200.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon ScudStormDamageWeaponUpgraded PrimaryDamage = 600.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 200.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldUpgradedLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon AuroraBombWeaponMk2 PrimaryDamage = 1200.0 PrimaryDamageRadius = 40.0 SecondaryDamage = 400.0 SecondaryDamageRadius = 30.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ProjectileObject = ScorpionMissile ProjectileExhaust = TomahawkMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust FireFX = FX_TomahawkIgnition ProjectileDetonationFX = WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium FireSound = TomahawkWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 30000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon AuroraBombWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 20.0 AttackRange = 250.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = AuroraBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiAirborneVehicle = No ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon RaptorJetMissileWeapon PrimaryDamage = 125.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320 ;400.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 8000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon RaptorJetLaserGuidedMissileWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 8000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon StealthJetMissileWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 220 ;320.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = StealthJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon CINE_StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = StealthJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon StealthJetLaserGuidedMissileWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 220 ;320.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = StealthJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon DaisyCutterDetonationWeapon PrimaryDamage = 2000.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DaisyCutterFlameWeapon PrimaryDamage = 5.0 ; Just a spot of flame to light trees on fire PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon CarpetBombWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 65.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; should this affect allies? @todo srj DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BlackMarketNukeWeapon PrimaryDamage = 800.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireOCL = OCL_RadiationFieldLarge RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;-------------------------------------------------------------------------------- Weapon AnthraxBombWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireOCL = OCL_PoisonFieldAnthraxBomb ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon PatriotMissileWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon PatriotMissileWeaponAir PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ ; For use with the Assisted Targeting Update. No Assist Listing and longer range Weapon PatriotMissileAssistWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 500.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon TunnelDefenderRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ ;Also known as the RocketBuggyWeapon for those of you doing a search for it. Weapon BuggyRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ ;Also known as the RocketBuggyWeapon for those of you doing a search for it. Weapon CINE_BuggyRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon BuggyRocketWeaponUpgraded PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 10.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 10 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 150 ; time between shots, msec ClipSize = 12 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon StingerMissileWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon CINE_StingerMissileWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2250.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon StingerMissileWeaponAir PrimaryDamage = 30.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon ScorpionMissileWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 200.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ;Removed - 9/28 - DB ; ScatterRadius = 10 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon SuicideDynamitePack PrimaryDamage = 500.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon SuicideCarBomb PrimaryDamage = 700.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ ;****************************Required For CHI01 INTRO************************** Weapon CINEConvoyNuke PrimaryDamage = 800.0 PrimaryDamageRadius = 100.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_CINEConvoyNuke FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon HijackVehicle PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = KILL_PILOT DeathType = NORMAL WeaponSpeed = 99999.0 FireFX = WeaponFX_GenericMachineGunFire FireSound = RebelWeapon ProjectileObject = NONE DelayBetweenShots = 0 ClipSize = 0 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BlackLotusBuildingCaptureHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 325 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon BlackLotusVehicleDisableHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 150.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon BlackLotusStealCashHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 75.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon HackerDisableBuildingHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 35.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 3000 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ ;This weapon fires standard anti-tank missiles at range ;------------------------------------------------------------------------------ Weapon ChinaInfantryTankHunterMissileLauncher PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ;ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TankHunterMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = TankHunterWeapon FireFX = FX_BuggyMissileIgnition ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon TNTDetonationWeapon ;Created by tankhunters PrimaryDamage = 2000.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BurtonC4ChargeWeapon LeechRangeWeapon = Yes PrimaryDamage = 2000.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 150.0 SecondaryDamageRadius = 75.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireSound = WorkerVoiceSurrender RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon RangerFlashBangGrenadeWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 40.0 AttackRange = 200.0 MinimumAttackRange = 10.0 DamageType = SURRENDER DeathType = NORMAL WeaponSpeed = 120 ProjectileObject = RangerFlashBangGrenade RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = RangerFlashBangWeapon ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RangerFlashBangGrenadeDetonation ProjectileCollidesWith = STRUCTURES WALLS AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon PTBoatGun PrimaryDamage = 30.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = TechnicalWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon TechnicalMachineGunWeapon PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = TechnicalWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon TechnicalRPGWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED ProjectileObject = TechnicalRPGMissile ProjectileExhaust = InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = TunnelRocketWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No End ;------------------------------------------------------------------------------ Weapon QuadCannonGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeOne PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ;250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeOneAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ;250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeTwo PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 25 ;125 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeTwoAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 25 ;125 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon SuicideBomb PrimaryDamage = 300.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 60.0 SecondaryDamageRadius = 50.0 LeechRangeWeapon = Yes ; so if it gets in range of a unit moving away from it, it still detonates. jba. AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = Explosion End ;------------------------------------------------------------------------------ Weapon NuclearTankDeathWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 75.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_RadiationFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon ChinaPowerPlantDeathWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = FX_ChinaPowerPlantDeath FireOCL = OCL_RadiationFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon TomahawkMissileWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 PreAttackDelay = 250 PreAttackType = PER_SHOT ; Do the delay every single shot MinimumAttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_TomahawkIgnition ProjectileObject = TomahawkMissile ProjectileExhaust = TomahawkMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = TomahawkWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 7000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition CapableOfFollowingWaypoints = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon AmbulanceCleanHazardWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 50.0 AttackRange = 100.0 ;This breaks (deadlocks) the AI when ambulance is on top of a "toxic point" to attack. ;MinimumAttackRange = 10.0 DamageType = HAZARD_CLEANUP DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = CleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon BioHazardTechCleanHazardWeapon PrimaryDamage = 4.0 PrimaryDamageRadius = 25.0 AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = HAZARD_CLEANUP DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = BioHazardCleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon DragonTankFlameWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.0 SecondaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 0; 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon DragonTankFireWallWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.0 SecondaryDamageRadius = 10.0 AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation ProjectileDetonationOCL = OCL_FireWallSegment FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon DragonTankFlameWeaponUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.25 SecondaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon DragonTankFireWallWeaponUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.25 SecondaryDamageRadius = 10.0 AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded ProjectileDetonationOCL = OCL_FireWallSegmentUpgraded FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon ToxinTruckGun PrimaryDamage = 10.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayer PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerUpgraded PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon FireWallSegmentWeapon PrimaryDamage = 4.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon FireWallSegmentUpgradedWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon ParticleUplinkCannonBeamTrailRemnantWeapon PrimaryDamage = 15.0 ;30.0 PrimaryDamageRadius = 10.0 DamageType = PARTICLE_BEAM DeathType = BURNED WeaponSpeed = 250 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon DirtyNukeCreationWeapon ; Nukes are complicated, so we need to spawn an object, not just do damage FireOCL = OCL_DirtyNuke End ;------------------------------------------------------------------------------ Weapon SmallFireFieldWeapon PrimaryDamage = 5.0 ;will do this 10 times in 2.5 seconds - DB PrimaryDamageRadius = 30.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ;Commented out to show effect was moved to object itself. Note that if the damage radius ;changed then the art must be changed now too becuase of this. ;FireFX = WeaponFX_SmallFireFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallFireFieldWeaponUpgraded PrimaryDamage = 7.5 PrimaryDamageRadius = 30.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ;Commented out to show effect was moved to object itself. Note that if the damage radius ;changed then the art must be changed now too becuase of this. ;FireFX = WeaponFX_SmallFireFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ ;This weapon is used at the core of every damage field to kill other fields to prevent stacking Weapon HazardFieldCoreWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = HAZARD_CLEANUP RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; This clip pattern insures that the new field kills the old fields DelayBetweenShots = 5 ClipSize = 1 ClipReloadTime = 100000 End ;------------------------------------------------------------------------------ Weapon LargePoisonFieldWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 140.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumPoisonFieldWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 80.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallPoisonFieldWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 12.0 ;7.5 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon AnthraxBombPoisonFieldWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 300.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon LargePoisonFieldWeaponUpgraded PrimaryDamage = 25.0 PrimaryDamageRadius = 140.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumPoisonFieldWeaponUpgraded PrimaryDamage = 2.5 PrimaryDamageRadius = 80.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallPoisonFieldWeaponUpgraded PrimaryDamage = 2.5 PrimaryDamageRadius = 7.5 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon LargeRadiationFieldWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 200.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumRadiationFieldWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 50.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallRadiationFieldWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 25.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon NukeRadiationFieldWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 200.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too SuspendFXDelay = 10000;milliseconds RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon TreeFireDealDamageWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 2.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BurningEmberWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 2.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; firing this weapon just creates a Firestorm object. Weapon FirestormSmallCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = OCL_FirestormSmall End ;------------------------------------------------------------------------------ ; firing this weapon just creates a Firestorm object. Weapon BlackNapalmFirestormSmallCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = OCL_BlackNapalmFirestormSmall End ;------------------------------------------------------------------------------ Weapon TroopCrawlerAssault PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.0 AttackRange = 175.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks! DamageType = DEPLOY DeathType = NORMAL WeaponSpeed = 0 ; dist/sec ProjectileObject = NONE FireFX = None RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon InfernoCannonGun PrimaryDamage = 50.0 PrimaryDamageRadius = 30.0 ScatterRadiusVsInfantry = 60.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300 MinimumAttackRange = 50.0 MinTargetPitch = -90 MaxTargetPitch = 79 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 250 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer FireSound = InfernoCannonWeapon ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 4000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec HistoricBonusTime = 3000 HistoricBonusCount = 6 HistoricBonusRadius = 20 HistoricBonusWeapon = FirestormSmallCreationWeapon End ;------------------------------------------------------------------------------ ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon InfernoCannonGunUpgraded PrimaryDamage = 60.0 PrimaryDamageRadius = 30.0 ScatterRadiusVsInfantry = 60.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300 MinimumAttackRange = 50.0 MinTargetPitch = -90 MaxTargetPitch = 79 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 250 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShellUpgraded FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer FireSound = InfernoCannonWeapon ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 4000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec HistoricBonusTime = 3000 HistoricBonusCount = 6 HistoricBonusRadius = 20 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon End ;------------------------------------------------------------------------------ Weapon SmallFireFieldCreationWeapon FireOCL = OCL_FireFieldSmall PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 End ;------------------------------------------------------------------------------ Weapon SmallFireFieldUpgradedCreationWeapon FireOCL = OCL_FireFieldUpgradedSmall PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 End ;------------------------------------------------------------------------------ Weapon NukeCannonGun PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 200 ; dist/sec ProjectileObject = NukeCannonShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash ProjectileDetonationFX = WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ ;*********************** Cinematic Only Unit ********************************** Weapon CINE_NukeCannonGun PrimaryDamage = 1 PrimaryDamageRadius = 1 SecondaryDamage = 1 SecondaryDamageRadius = 1 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2000.0 MinimumAttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 2000 ; dist/sec FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunExplosive PrimaryDamage = 500.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;----------------------------------------------------------------------------------- Weapon CINE_SCUDLauncherGunExplosive PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = CINE_SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunToxin PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin ProjectileDetonationOCL = OCL_PoisonFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunAnthrax PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon StingerSiteDeathConcussion PrimaryDamage = 5.0 PrimaryDamageRadius = 25.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; This is the weapon used by crushing buildings. It's supposed to kill everything it hits. Weapon ToppledStructureWeapon PrimaryDamage = 9999.0 PrimaryDamageRadius = 20.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; This is the weapon used by avalanche bits. It's supposed to crush everything it hits. Weapon AvalancheWeapon PrimaryDamage = 9999.0 PrimaryDamageRadius = 50.0 AttackRange = 50.0 DamageType = CRUSH DeathType = CRUSHED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon NapalmMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = JET_MISSILES ; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation ProjectileDetonationOCL = OCL_FireFieldSmall DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon BlackNapalmMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 30.0 DamageType = EXPLOSION DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_BlackNapalmMissileDetonation ProjectileDetonationOCL = OCL_FireFieldUpgradedSmall DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon BattleshipBogusGun ; We need to have the weapon do some damage, or attacking will not occur because it's ; rejected as not having any kind of weapon that does damage PrimaryDamage = 150.0 ; does no damage, because the gun firing is only for show, anyway... ; please DON'T adjust this value. to adjust the damage really done by battleships, ; adjust the damage values in BattleshipTargetDamagedWeapon! PrimaryDamageRadius = 5.0 AttackRange = 850.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1700.0 ; dist/sec (huge value == effectively instant) ProjectileObject = SCUDMissile ProjectileExhaust = MissileExhaust FireFX = WeaponFX_BattleshipBogusGun FireSound = BattleshipWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon BattleshipTargetDamagedWeapon PrimaryDamage = 85.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 65.0 AttackRange = 800.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1700 ProjectileObject = NONE FireFX = WeaponFX_BattleshipBogusGun FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon StructureMineWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 3.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 5.0 AttackRange = 0.0 DamageType = LAND_MINE DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_MineDetonation RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon ClusterMineWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 3.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 5.0 AttackRange = 0.0 DamageType = LAND_MINE DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_MineDetonation RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BattleDroneMachineGun PrimaryDamage = 1 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 110.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = BattleDroneWeapon RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ ;---- ANGRY MOB WEAPONS ---------------------------------------------------- ;------------------------------------------------------------------------------ Weapon GLAAngryMobNexusHarmlessWeapon ;;; allows AI to set targets and victims and condition states ;;; without really doing any harm PrimaryDamage = 0.001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 90.0 ;70.0 ;; small so the whole mob can get in close DamageType = UNRESISTABLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon GLAAngryMobRockProjectileWeapon PrimaryDamage = 40.0 ;10.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 130 ; dist/sec (huge value == effectively instant) ProjectileObject = GLAAngryMobRockProjectileObject FireFX = NONE FireSound = AngryMobWeaponMolotov RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 500 ;3000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 500 ;2000 ; linked to the length of throw animation PreAttackType = PER_SHOT ; Do the delay every single shot ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GLAAngryMobMolotovCocktailProjectileWeapon PrimaryDamage = 40.0 ;40.0 PrimaryDamageRadius = 11.0 AttackRange = 100.0 MinimumAttackRange = 12; 40.0 DamageType = MOLOTOV_COCKTAIL ;used only by this weapon. Splits off so Dragon Tanks and Toxin Trucks are resistant. DeathType = NORMAL WeaponSpeed = 60 ; ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject FireFX = NONE RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 500 ;3000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 500 ;2000 ; linked to the length of throw animation PreAttackType = PER_SHOT ; Do the delay every single shot ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GLAAngryMobMolotovCocktailProjectileWeapon2 PrimaryDamage = 80.0 ;80.0 PrimaryDamageRadius = 11.0 AttackRange = 100.0 MinimumAttackRange = 12; 40.0 DamageType = MOLOTOV_COCKTAIL ;used only by this weapon. Splits off so Dragon Tanks and Toxin Trucks are resistant. DeathType = NORMAL WeaponSpeed = 60 ; ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject FireFX = NONE RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 500 ;3000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec PreAttackDelay = 500 ;2000 ; linked to the length of throw animation PreAttackType = PER_SHOT ; Do the delay every single shot ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GLAAngryMobPistolWeapon PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = AngryMobWeaponPistol RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 8 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 3000 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon GLAAngryMobAK47Weapon PrimaryDamage = 20.0 ;8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_RangerAdvancedCombatRifleFire VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire FireSound = AngryMobWeaponAK47 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon GLAAngryMobAK47NoDamageWeapon PrimaryDamage = 0.001 ; THIS IS A SPECIAL NO-DAMAGE AK47 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_RangerAdvancedCombatRifleFire VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire FireSound = AngryMobWeaponAK47 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon WorkerMineDisarmingWeapon PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well AttackRange = 1.0 DamageType = DISARM DeathType = NORMAL ProjectileObject = NONE FireFX = WeaponFX_WorkerMineDisarming DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiGround = No AntiProjectile = No AntiSmallMissile = No AntiMine = Yes PreAttackDelay = 1000 ; we have to wave our magic wand over it a bit PreAttackType = PER_SHOT ; Do the delay every single shot ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm End ;------------------------------------------------------------------------------ Weapon DozerMineDisarmingWeapon PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well AttackRange = 1.0 DamageType = DISARM DeathType = NORMAL ProjectileObject = NONE FireFX = WeaponFX_DozerMineDisarming DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 4000 ; how long to reload a Clip, msec AntiGround = No AntiProjectile = No AntiSmallMissile = No AntiMine = Yes PreAttackDelay = 1200 ; this is the natural duration of PRE scooping animation PreAttackType = PER_ATTACK ; Do the delay every attack ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm End ;------------------------------------------------------------------------------ Weapon DemoTrapDetonationWeapon PrimaryDamage = 600.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 400.0 SecondaryDamageRadius = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DemoTrapDetonationWeapon2 PrimaryDamage = 600.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 400.0 SecondaryDamageRadius = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation PlayFXWhenStealthed = Yes RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DummyWeapon ;Nothing -- dummy weapon End ;------------------------------------------------------------------------------ ; This weapon kills itself (to presumably trigger detonations on death) Weapon SuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; This weapon kills itself (to presumably trigger detonations on death) Weapon TerroristSuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;PreAttackDelay = 600 ;766 matches the animation timing his detonating End ;------------------------------------------------------------------------------ Weapon ConvoyTruckSuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireSound = MisGLA07Convoy16 End ;------------------------------------------------------------------------------ ;The basic explosive damage inflicted to nearby units when detonated. ;------------------------------------------------------------------------------ Weapon BombTruckDefaultBombDamage PrimaryDamage = 1000.0 PrimaryDamageRadius = 40.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 65.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;A larger explosive damage inflicted immediately to nearby units if the ;bomb-truck has the high-explosive upgrade. ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosionBombDamage PrimaryDamage = 2000.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 85.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckDefaultBombEffect FireFX = WeaponFX_BombTruckDefaultBombDetonation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckBioBombEffect FireFX = WeaponFX_BombTruckBioBombDetonation FireOCL = OCL_PoisonFieldMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckAnthraxBombEffect FireFX = WeaponFX_BombTruckAnthraxBombDetonation FireOCL = OCL_PoisonFieldUpgradedMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveBombEffect FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveBioBombEffect FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation FireOCL = OCL_PoisonFieldMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveAnthraxBombEffect FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation FireOCL = OCL_PoisonFieldUpgradedMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ Weapon EruptionOfToxicGooWeaponLarge PrimaryDamage = 60.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 55.0 AttackRange = 0.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooLarge FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon EruptionOfToxicGooWeaponSmall PrimaryDamage = 30.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 55.0 AttackRange = 0.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooSmall FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon MilitiaTankGun PrimaryDamage = 35.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 120.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MilitiaTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ArtilleryBarrageDamageWeapon PrimaryDamage = 105.0 ;GS changed to what it was secretly doing pending review PrimaryDamageRadius = 50.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileDetonationFX = FX_ArtilleryBarrage RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon VehicleCrashesIntoBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 AttackRange = 0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE FireFX = FX_VehicleCrashesIntoBuilding FireOCL = OCL_VehicleCrashesIntoBuilding RadiusDamageAffects = ALLIES ENEMIES NEUTRALS End ;------------------------------------------------------------------------------ Weapon VehicleCrashesIntoNonBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 AttackRange = 0 DamageType = CRUSH DeathType = CRUSHED ProjectileObject = NONE ; no FX or OCL. RadiusDamageAffects = ALLIES ENEMIES NEUTRALS End ;----------Shippack by Fabius!!!!-------------------- Weapon BattleShipGrenades PrimaryDamage = 125 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 10.0 AttackRange = 850.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; " DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; per second WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_BattleshipBogusGun ProjectileDetonationFX = WeaponFX_BattleshipTargetExplode FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ; in msec ShotsPerBarrel = 1 ClipSize = 3 ClipReloadTime = 4000 ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon InfernoCannons PrimaryDamage = 200.0 PrimaryDamageRadius = 20.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 100.0 SecondaryDamageRadius = 40.0 AttackRange = 850 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; " DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 250 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = InfernoTankShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = InfernoCannonWeapon ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation ProjectileDetonationOCL = OCL_FireFieldSmall DamageDealtAtSelfPosition = Yes RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 1000 ; in msec ShotsPerBarrel = 1 ClipSize = 3 ClipReloadTime = 10000 HistoricBonusTime = 3000 HistoricBonusCount = 4 HistoricBonusRadius = 20 HistoricBonusWeapon = FirestormSmallCreationWeapon End ;------------------------------------------------------------------------------ Weapon A10Vulcan PrimaryDamage = 60.0 PrimaryDamageRadius = 15.0 ; 0 primary radius means "hits only intended victim" AttackRange = 550.0 MinimumAttackRange = 125.0 AcceptableAimDelta = 40 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 60 ; time between shots, msec ClipSize = 300 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ShowsAmmoPips = no End ;------------------------------------------------------------------------------ Weapon A10Missiles PrimaryDamage = 180 PrimaryDamageRadius = 5.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 MinimumAttackRange = 125.0 ; this is to allow for a little "lead" for the helicopter targeting AcceptableAimDelta = 40 DamageType = JET_MISSILES ;not so good against base defenses and some other units. DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = A10ThunderboltMissile RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 5 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = RETURN_TO_BASE ;Yes ClipReloadTime = 2000 ; how long to reload a Clip, msec FireSound = ComancheMissileWeapon FireFX = None ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation ProjectileCollidesWith = STRUCTURES ENEMIES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon NukeTruck PrimaryDamage = 2000.0 PrimaryDamageRadius = 150.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_CINEConvoyNuke FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon PTGun PrimaryDamage = 14 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 350.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = EXPLODED WeaponSpeed = 800 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec AntiAirborneVehicle = No AntiAirborneInfantry = No ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon PTMissiles PrimaryDamage = 120 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 DamageType = JET_MISSILES ;not so good against base defenses and some other units. DeathType = EXPLODED WeaponSpeed = 4000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = Yes ClipReloadTime = 60000 ; how long to reload a Clip, msec FireSound = ComancheMissileWeapon FireFX = None ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation ProjectileCollidesWith = STRUCTURES ENEMIES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon ToxinPlaneSprayer PrimaryDamage = 70 PrimaryDamageRadius = 40.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 80.0 AttackRange = 100.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround FireOCL = OCL_PoisonFieldSmall FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 10 ; time between shots, msec ClipSize = 400 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 AntiGround = Yes AntiAirborneVehicle = No ShowsAmmoPips = No AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinPlaneSprayerUpgraded PrimaryDamage = 80 PrimaryDamageRadius = 50.0 SecondaryDamage = 50 SecondaryDamageRadius = 80.0 AttackRange = 100.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded FireOCL = OCL_PoisonFieldUpgradedSmall FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 10 ; time between shots, msec ClipSize = 400 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 AntiGround = Yes AntiAirborneVehicle = No ShowsAmmoPips = No AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon PlaneSuicideBomb PrimaryDamage = 500.0 PrimaryDamageRadius = 150.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 160.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation FireOCL = OCL_PoisonFieldMedium FireSound = BombTruckBioBombDetonation ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiAirborneVehicle = Yes AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon PlaneSuicideBombUpgraded PrimaryDamage = 600.0 PrimaryDamageRadius = 150.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 160.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation FireOCL = OCL_PoisonFieldUpgradedMedium FireSound = BombTruckBioBombDetonation ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiAirborneVehicle = Yes AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Chinook PrimaryDamage = 10.0 PrimaryDamageRadius = 5.0 ; 0 primary radius means "hits only intended victim" AttackRange = 300.0 MinimumAttackRange = 25.0 AcceptableAimDelta = 40 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 60 ; time between shots, msec ClipSize = 300 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ShowsAmmoPips = no End ;------------------------------------------------------------------------------ Weapon B52CarpetBomb PrimaryDamage = 60.0 PrimaryDamageRadius = 40.0 AttackRange = 700.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 15 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED ScatterRadius = 150.0 WeaponSpeed = 99999 ProjectileObject = ScorpionMissile FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 30000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon BeagleJetBombWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 100.0 AttackRange = 400.0 ; this needs to be pretty high, since the Aurora moves so fast ScatterRadius = 20.0 AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = AuroraBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ClipSize = 7 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 20000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End Weapon GrenadeWeapon PrimaryDamage = 45.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 70.0 MinimumAttackRange = 30.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 120 ProjectileObject = RangerFlashBangGrenade RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = RangerFlashBangWeapon ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES WALLS AllowAttackGarrisonedBldgs = Yes End Weapon StealthJetBombWeapon PrimaryDamage = 250.0 PrimaryDamageRadius = 50.0 AttackRange = 80.0 ; this needs to be pretty high, since the Aurora moves so fast ScatterRadius = 20.0 AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = AuroraBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 20000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End Weapon ChinaMLRSRocket PrimaryDamage = 100.0 PrimaryDamageRadius = 15.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = JET_MISSILES; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 800.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = ScorpionMissile2 ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_ScudLauncherIgnition FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS AcceptableAimDelta = 30 DelayBetweenShots = 3000 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ; must return to base to reload this weapon AntiGround = No ProjectileDetonationFX = WeaponFX_raptorMissileDetonation DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End Weapon BadgerMissile PrimaryDamage = 600.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 850.0 MinimumAttackRange = 200.0 PreAttackDelay = 1000 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = BadgerMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = ScudLauncherWeapon AutoReloadsClip = RETURN_TO_BASE DelayBetweenShots = 1 AcceptableAimDelta = 180 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 20000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon CommandoWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 125.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = ColonelBurtonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 500 ; how long to reload a Clip, msec End ;------------------------------------------------------ Weapon RocketMines PrimaryDamage = 0.001 ScatterRadius = 0 ;changed to zero, unless you want to soften the results of the table below ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 AttackRange = 300 MinimumAttackRange = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 300 MinWeaponSpeed = 75 ProjectileObject = ChinaSMine VeterancyFireFX = HEROIC HeroicMissileExhaust ProjectileExhaust = MissileExhaust FireFX = WeaponFX_BattleshipBogusGun FireSound = MigJetNapalmWeapon ProjectileDetonationFX = WeaponFX_MineDetonation ; RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 40 ClipSize = 10 ClipReloadTime = 80000 AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon RocketMinesGun PrimaryDamage = 15.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 230.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 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) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade ; AntiAirborneVehicle = Yes ; AntiAirborneInfantry = Yes AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon T98TankGun PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 40.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 170.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon su30Weapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320 ;400.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 150 ClipSize = 2 ClipReloadTime = 12000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End Weapon SAMMissileWeaponAir PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 550.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ProjectileObject = SAMMissile ProjectileExhaust = ScudMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = Yes PreAttackDelay = 250 AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon f15Weapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 DamageType = EXPLOSION ; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 600.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = RaptorJetMissile2 ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_ScudLauncherIgnition FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = No ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation ProjectileDetonationOCL = OCL_FireFieldSmall DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon t72TankGun PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 180.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScoprionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------ Weapon RocketDisMines PrimaryDamage = 20.0 PrimaryDamageRadius = 150.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 10 MinimumAttackRange = 0 MinTargetPitch = -90 MaxTargetPitch = 79 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 250 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShellUpgraded2 FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer FireSound = InfernoCannonWeapon ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 4000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 20000 ; how long to reload a Clip, msec HistoricBonusTime = 3000 HistoricBonusCount = 6 HistoricBonusRadius = 20 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon End ;------------------------------------------------------------------------------ Weapon MIG29weapon PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 450.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ;250 ; time between shots, msec ClipSize = 150 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End Weapon MLRSRocket PrimaryDamage = 50.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. ScatterRadius = 15.0 AttackRange = 525.0 DamageType = JET_MISSILES DeathType = EXPLODED PreAttackDelay = 1500 AcceptableAimDelta = 15 MinimumAttackRange = 100.0 WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = MLRSMissile ProjectileExhaust = ScudMissileExhaust FireSound = PatriotBatteryWeapon FireFX = FX_BuggyMissileIgnition PreAttackType = PER_ATTACK RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1 ; time between shots, msec ClipSize = 10 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon submarineWeapon PrimaryDamage = 2000.0 PrimaryDamageRadius = 70.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = EXPLOSION; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 800.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = SubNukeMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_ScudLauncherIgnition FireSound = NukeCannonWeapon RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 300 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 50000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 ProjectileCollidesWith = STRUCTURES End Weapon submarineWeapon2 PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 500.0 PreAttackDelay = 250 PreAttackType = PER_SHOT ; Do the delay every single shot MinimumAttackRange = 10.0 DamageType = SURRENDER DeathType = EXPLODED FireFX = FX_TomahawkIgnition ProjectileObject = SubMissile ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = TomahawkWeapon DelayBetweenShots = 700 ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 7000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition CapableOfFollowingWaypoints = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags End Weapon T98EraArmor PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 15.0 DamageType = LASER DeathType = EXPLODED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiBallisticMissile= Yes AntiGround = No AntiProjectile = No End Weapon FrigateAntiAirMissileWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 25 ; time between shots, msec ClipSize = 14 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End ;----------------------------------------------------------------------- Weapon FrigateConnonWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES WALLS End ;---------------------------------------------------------------------------- Weapon T98EraArmorweapon PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 15.0 DamageType = LASER DeathType = EXPLODED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiBallisticMissile= Yes AntiGround = No AntiProjectile = No End ;----------------------------------------------------------------------- Weapon AntiSubMissileWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 1.0 MinimumAttackRange = 0.0 DamageType = AURORA_BOMB DeathType = EXPLODED ProjectileObject = AntiSubMissile ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = TomahawkWeapon DelayBetweenShots = 700 ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition CapableOfFollowingWaypoints = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags End ;------------------------------------------------------------------------------ Weapon 120mmGun PrimaryDamage = 125.0 PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = FX_120mmExplosion FireSound = PaladinTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------