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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: Weapon.ini (SYSTEM) //////////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 5 ; Please keep all weapons belonging to the same unit grouped together, instead 6 ; of grouping all Elite weapons together. 7 8 ;------------------------------------------------------------------------------ 9 ;------------------------------------------------------------------------------ 10 ;------------------------------------------------------------------------------ 11 ; these are the new, "shell-based" projectile tank weapons. 12 ;------------------------------------------------------------------------------ 13 ;------------------------------------------------------------------------------ 14 ;------------------------------------------------------------------------------ 15 16 ;------------------------------------------------------------------------------ 17 Weapon MarauderTankGun 18 PrimaryDamage = 60.0 19 PrimaryDamageRadius = 5.0 20 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 21 AttackRange = 150.0 22 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 23 MaxTargetPitch = 15 ; ditto 24 DamageType = ARMOR_PIERCING 25 DeathType = NORMAL 26 WeaponSpeed = 300 ; dist/sec 27 WeaponRecoil = 10 28 ProjectileObject = MarauderTankShell 29 FireFX = WeaponFX_GenericTankGunNoTracer 30 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 31 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 32 FireSound = MarauderTankWeapon 33 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 34 DelayBetweenShots = 2000 ; time between shots, msec 35 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 36 ClipReloadTime = 0 ; how long to reload a Clip, msec 37 38 ; note, these only apply to units that aren't the explicit target 39 ; (ie, units that just happen to "get in the way"... projectiles 40 ; always collide with the Designated Target, regardless of these flags 41 ProjectileCollidesWith = STRUCTURES WALLS 42 43 End 44 45 ;------------------------------------------------------------------------------ 46 Weapon MarauderTankGunUpgradeOne 47 PrimaryDamage = 60.0 48 PrimaryDamageRadius = 5.0 49 AttackRange = 150.0 50 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 51 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 52 MaxTargetPitch = 15 ; ditto 53 DamageType = ARMOR_PIERCING 54 DeathType = NORMAL 55 WeaponSpeed = 400 ; dist/sec 56 WeaponRecoil = 10 ; angle to deflect the model when firing 57 ProjectileObject = MarauderTankShell 58 FireFX = WeaponFX_GenericTankGunNoTracer 59 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 60 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 61 FireSound = MarauderTankWeapon 62 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 63 DelayBetweenShots = 1500 ; time between shots, msec 64 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 65 ClipReloadTime = 0 ; how long to reload a Clip, msec 66 67 ; note, these only apply to units that aren't the explicit target 68 ; (ie, units that just happen to "get in the way"... projectiles 69 ; always collide with the Designated Target, regardless of these flags 70 ProjectileCollidesWith = STRUCTURES WALLS 71 End 72 73 ;------------------------------------------------------------------------------ 74 Weapon MarauderTankGunUpgradeTwo 75 PrimaryDamage = 60.0 76 PrimaryDamageRadius = 5.0 77 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 78 AttackRange = 150.0 79 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 80 MaxTargetPitch = 15 ; ditto 81 DamageType = ARMOR_PIERCING 82 DeathType = NORMAL 83 WeaponSpeed = 500 ; dist/sec 84 WeaponRecoil = 10 ; angle to deflect the model when firing 85 ProjectileObject = MarauderTankShell 86 FireFX = WeaponFX_GenericTankGunNoTracer 87 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 88 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 89 FireSound = MarauderTankWeapon 90 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 91 DelayBetweenShots = 750 ; time between shots, msec 92 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 93 ClipReloadTime = 100 ; how long to reload a Clip, msec 94 95 ; note, these only apply to units that aren't the explicit target 96 ; (ie, units that just happen to "get in the way"... projectiles 97 ; always collide with the Designated Target, regardless of these flags 98 ProjectileCollidesWith = STRUCTURES WALLS 99 End 100 101 ;------------------------------------------------------------------------------ 102 Weapon ScorpionTankGun 103 PrimaryDamage = 20.0 104 PrimaryDamageRadius = 5.0 105 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 106 AttackRange = 150.0 107 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 108 MaxTargetPitch = 15 ; ditto 109 DamageType = ARMOR_PIERCING 110 DeathType = NORMAL 111 WeaponSpeed = 400 ; dist/sec 112 WeaponRecoil = 5 ; angle to deflect the model when firing 113 ProjectileObject = ScorpionTankShell 114 FireFX = WeaponFX_GenericTankGunNoTracerSmall 115 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 116 ;Commented out to show it has been moved to ScoprionTankGunFXWeapon, 117 ;because the art for the Toxin shell version incorporates the normal explosion. 118 ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 119 FireSound = ScorpionTankWeapon 120 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 121 DelayBetweenShots = 1000 ; time between shots, msec 122 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 123 ClipReloadTime = 0 ; how long to reload a Clip, msec 124 125 126 ; note, these only apply to units that aren't the explicit target 127 ; (ie, units that just happen to "get in the way"... projectiles 128 ; always collide with the Designated Target, regardless of these flags 129 ProjectileCollidesWith = STRUCTURES WALLS 130 End 131 132 ;------------------------------------------------------------------------------ 133 Weapon ScoprionTankGunFXWeapon 134 PrimaryDamage = 0.0 135 PrimaryDamageRadius = 0.0 136 AttackRange = 125.0 137 FireFX = WeaponFX_GenericTankShellDetonation 138 End 139 140 ;------------------------------------------------------------------------------ 141 Weapon OverlordTankGun 142 PrimaryDamage = 80 ;100.0 143 PrimaryDamageRadius = 5.0 144 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 145 SecondaryDamage = 20.0 146 SecondaryDamageRadius = 10.0 147 AttackRange = 175.0 148 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 149 MaxTargetPitch = 15 ; ditto 150 DamageType = ARMOR_PIERCING 151 DeathType = NORMAL 152 WeaponSpeed = 300 ; dist/sec 153 WeaponRecoil = 5 ; angle to deflect the model when firing 154 ProjectileObject = OverlordTankShell 155 FireFX = WeaponFX_GenericTankGunNoTracer 156 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 157 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 158 FireSound = OverlordTankWeapon 159 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 160 DelayBetweenShots = 300 ; time between shots, msec 161 ShotsPerBarrel = 1 ; By default, shoot one shot per barrel 162 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 163 ClipReloadTime = 2000 ; how long to reload a Clip, msec 164 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells 165 166 ; note, these only apply to units that aren't the explicit target 167 ; (ie, units that just happen to "get in the way"... projectiles 168 ; always collide with the Designated Target, regardless of these flags 169 ProjectileCollidesWith = STRUCTURES WALLS 170 End 171 172 ;------------------------------------------------------------------------------ 173 Weapon StrategyCenterGun 174 PrimaryDamage = 200.0 175 PrimaryDamageRadius = 25.0 176 ScatterRadius = 15.0 177 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 178 AttackRange = 400.0 179 MinimumAttackRange = 100.0 180 MinTargetPitch = 45 ; we may not target anything outside of this pitch range 181 MaxTargetPitch = 80 ; ditto 182 DamageType = EXPLOSION 183 DeathType = EXPLODED 184 WeaponSpeed = 150 ; dist/sec 185 WeaponRecoil = 5 ; angle to deflect the model when firing 186 ProjectileObject = StrategyCenterArtilleryShell 187 FireFX = WeaponFX_GenericTankGunNoTracer 188 ProjectileDetonationFX = FX_ArtilleryBarrage 189 FireSound = StrategyCenter_ArtilleryRound 190 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 191 DelayBetweenShots = 7000 ; time between shots, msec 192 ShotsPerBarrel = 1 ; By default, shoot one shot per barrel 193 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 194 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells 195 196 ; note, these only apply to units that aren't the explicit target 197 ; (ie, units that just happen to "get in the way"... projectiles 198 ; always collide with the Designated Target, regardless of these flags 199 ProjectileCollidesWith = STRUCTURES WALLS 200 End 201 202 ;------------------------------------------------------------------------------ 203 Weapon BattleMasterTankGun 204 PrimaryDamage = 60.0 205 PrimaryDamageRadius = 5.0 206 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 207 AttackRange = 150.0 208 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 209 MaxTargetPitch = 15 ; ditto 210 DamageType = ARMOR_PIERCING 211 DeathType = NORMAL 212 WeaponSpeed = 400 ; dist/sec 213 WeaponRecoil = 5 ; angle to deflect the model when firing 214 ProjectileObject = BattleMasterTankShell 215 FireFX = WeaponFX_GenericTankGunNoTracerSmall 216 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 217 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 218 FireSound = BattlemasterTankWeapon 219 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 220 DelayBetweenShots = 2000 ; time between shots, msec 221 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 222 ClipReloadTime = 0 ; how long to reload a Clip, msec 223 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells 224 225 ; note, these only apply to units that aren't the explicit target 226 ; (ie, units that just happen to "get in the way"... projectiles 227 ; always collide with the Designated Target, regardless of these flags 228 ProjectileCollidesWith = STRUCTURES WALLS 229 End 230 231 ;------------------------------------------------------------------------------ 232 Weapon CrusaderTankGun 233 PrimaryDamage = 60.0 234 PrimaryDamageRadius = 5.0 235 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 236 AttackRange = 150.0 237 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 238 MaxTargetPitch = 15 ; ditto 239 DamageType = ARMOR_PIERCING 240 DeathType = NORMAL 241 WeaponSpeed = 400 ; dist/sec 242 WeaponRecoil = 5 ; angle to deflect the model when firing 243 ProjectileObject = GenericTankShell 244 FireFX = WeaponFX_GenericTankGunNoTracer 245 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 246 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 247 FireSound = CrusaderTankWeapon 248 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 249 DelayBetweenShots = 2000 ; time between shots, msec 250 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 251 ClipReloadTime = 0 ; how long to reload a Clip, msec 252 ProjectileCollidesWith = STRUCTURES WALLS 253 End 254 255 ;------------------------------------------------------------------------------ 256 Weapon PaladinTankGun 257 PrimaryDamage = 80.0 ;60.0 258 PrimaryDamageRadius = 5.0 259 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 260 AttackRange = 150.0 261 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 262 MaxTargetPitch = 15 ; ditto 263 DamageType = ARMOR_PIERCING 264 DeathType = NORMAL 265 WeaponSpeed = 300 ; dist/sec 266 WeaponRecoil = 5 ; angle to deflect the model when firing 267 ProjectileObject = GenericTankShell 268 FireFX = WeaponFX_GenericTankGunNoTracer 269 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 270 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 271 FireSound = PaladinTankWeapon 272 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 273 DelayBetweenShots = 2000 ; time between shots, msec 274 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 275 ClipReloadTime = 0 ; how long to reload a Clip, msec 276 277 ; note, these only apply to units that aren't the explicit target 278 ; (ie, units that just happen to "get in the way"... projectiles 279 ; always collide with the Designated Target, regardless of these flags 280 ProjectileCollidesWith = STRUCTURES WALLS 281 End 282 283 ;------------------------------------------------------------------------------ 284 Weapon PaladinPointDefenseLaser 285 PrimaryDamage = 100.0 286 PrimaryDamageRadius = 0.0 287 AttackRange = 65.0 288 DamageType = LASER 289 DeathType = LASERED 290 WeaponSpeed = 999999.0 ; dist/sec 291 DelayBetweenShots = 1000 ; time between shots, msec 292 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 293 ClipReloadTime = 0 ; how long to reload a Clip, msec 294 AcceptableAimDelta = 180 ; Don't need to turn at all. 295 AntiSmallMissile = Yes 296 AntiProjectile = No 297 LaserName = PointDefenseLaserBeam 298 FireFX = WeaponFX_PaladinPointDefenseLaser 299 End 300 301 ;------------------------------------------------------------------------------ 302 Weapon TechnicalCannonWeapon 303 PrimaryDamage = 45.0 304 PrimaryDamageRadius = 25.0 305 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 306 AttackRange = 150.0 307 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 308 MaxTargetPitch = 15 ; ditto 309 DamageType = COMANCHE_VULCAN 310 DeathType = EXPLODED 311 WeaponSpeed = 300 ; dist/sec 312 WeaponRecoil = 5 ; angle to deflect the model when firing 313 ProjectileObject = GenericTankShell 314 FireFX = WeaponFX_GenericTankGunNoTracer 315 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 316 FireSound = ScorpionTankWeapon 317 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 318 DelayBetweenShots = 1000 ; time between shots, msec 319 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 320 ClipReloadTime = 0 ; how long to reload a Clip, msec 321 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 322 ProjectileCollidesWith = STRUCTURES WALLS 323 End 324 325 ;------------------------------------------------------------------------------ 326 ; end new "shell based" tank weapons 327 ;------------------------------------------------------------------------------ 328 ;------------------------------------------------------------------------------ 329 ;------------------------------------------------------------------------------ 330 331 ;------------------------------------------------------------------------------ 332 Weapon CrusaderMachineGun 333 PrimaryDamage = 10.0 334 PrimaryDamageRadius = 25.0 335 AttackRange = 150.0 336 DamageType = SMALL_ARMS 337 DeathType = NORMAL 338 WeaponSpeed = 600 ; dist/sec 339 ProjectileObject = NONE 340 FireFX = WeaponFX_GenericTankGun 341 FireSound = GenericMachineGunFire 342 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 343 DelayBetweenShots = 200 ; time between shots, msec 344 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 345 ClipReloadTime = 0 ; how long to reload a Clip, msec 346 End 347 348 ;------------------------------------------------------------------------------- 349 Weapon TunnelNetworkGun 350 PrimaryDamage = 15.0 ;10.0 351 PrimaryDamageRadius = 0.0 352 AttackRange = 175.0 353 DamageType = SMALL_ARMS 354 DeathType = NORMAL 355 WeaponSpeed = 600 ; dist/sec 356 ProjectileObject = NONE 357 FireFX = WeaponFX_TechnicalGunFire 358 FireSound = HumveeWeapon 359 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 360 DelayBetweenShots = 250 ; time between shots, msec 361 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 362 ClipReloadTime = 0 ; how long to reload a Clip, msec 363 End 364 365 366 ;------------------------------------------------------------------------------ 367 Weapon HumveeGun 368 PrimaryDamage = 8.0 369 PrimaryDamageRadius = 0.0 370 AttackRange = 150.0 371 DamageType = COMANCHE_VULCAN 372 DeathType = NORMAL 373 WeaponSpeed = 600 ; dist/sec 374 ProjectileObject = NONE 375 FireFX = WeaponFX_TechnicalGunFire 376 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 377 FireSound = HumveeWeapon 378 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 379 DelayBetweenShots = 200 ; time between shots, msec 380 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 381 ClipReloadTime = 0 ; how long to reload a Clip, msec 382 End 383 384 ;------------------------------------------------------------------------------ 385 Weapon HumveeMissileWeapon 386 PrimaryDamage = 30.0 387 PrimaryDamageRadius = 5.0 388 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 389 AttackRange = 150.0 390 DamageType = EXPLOSION ; ignored for projectile weapons 391 DeathType = EXPLODED 392 WeaponSpeed = 600 ; ignored for projectile weapons 393 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 394 ProjectileObject = HumveeMissile 395 ProjectileExhaust = TowMissileExhaust 396 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 397 DelayBetweenShots = 1000 ; time between shots, msec 398 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon 399 ClipReloadTime = 2000 ; how long to reload a Clip, msec 400 AutoReloadsClip = Yes 401 FireSound = HumveeWeaponTOW 402 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 403 AntiAirborneVehicle = No 404 AntiAirborneInfantry = No 405 AntiGround = Yes 406 407 ; note, these only apply to units that aren't the explicit target 408 ; (ie, units that just happen to "get in the way"... projectiles 409 ; always collide with the Designated Target, regardless of these flags 410 ProjectileCollidesWith = STRUCTURES 411 End 412 413 ;------------------------------------------------------------------------------ 414 Weapon HumveeMissileWeaponAir 415 PrimaryDamage = 50.0 416 PrimaryDamageRadius = 5.0 417 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 418 AttackRange = 320.0 419 DamageType = EXPLOSION ; ignored for projectile weapons 420 DeathType = EXPLODED 421 WeaponSpeed = 600 ; ignored for projectile weapons 422 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 423 ProjectileObject = PatriotMissile 424 ProjectileExhaust = MissileExhaust 425 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 426 DelayBetweenShots = 1000 ; time between shots, msec 427 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon 428 ClipReloadTime = 2000 ; how long to reload a Clip, msec 429 AutoReloadsClip = Yes 430 FireSound = HumveeWeaponTOW 431 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 432 AntiAirborneVehicle = Yes 433 AntiAirborneInfantry = No 434 AntiGround = No 435 436 ; note, these only apply to units that aren't the explicit target 437 ; (ie, units that just happen to "get in the way"... projectiles 438 ; always collide with the Designated Target, regardless of these flags 439 ProjectileCollidesWith = STRUCTURES 440 End 441 442 ;------------------------------------------------------------------------------ 443 Weapon RangerAdvancedCombatRifle 444 PrimaryDamage = 5.0 445 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 446 AttackRange = 100.0 447 DamageType = SMALL_ARMS 448 DeathType = NORMAL 449 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 450 ProjectileObject = NONE 451 FireFX = WeaponFX_GenericMachineGunFire 452 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 453 FireSound = RangerWeapon 454 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 455 DelayBetweenShots = 100 ; time between shots, msec 456 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 457 ClipReloadTime = 700 ; how long to reload a Clip, msec 458 WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% 459 WeaponBonus = DRONE_SPOTTING RANGE 200% 460 WeaponBonus = DRONE_SPOTTING DAMAGE 200% 461 End 462 ;------------------------------------------------------------------------------ 463 Weapon CINE_RangerAdvancedCombatRifle 464 PrimaryDamage = 5.0 465 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 466 AttackRange = 999999.0 467 DamageType = SMALL_ARMS 468 DeathType = NORMAL 469 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 470 ProjectileObject = NONE 471 FireFX = WeaponFX_GenericMachineGunFire 472 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 473 FireSound = RangerWeapon 474 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 475 DelayBetweenShots = 100 ; time between shots, msec 476 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 477 ClipReloadTime = 700 ; how long to reload a Clip, msec 478 WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% 479 WeaponBonus = DRONE_SPOTTING RANGE 200% 480 WeaponBonus = DRONE_SPOTTING DAMAGE 200% 481 End 482 483 ;------------------------------------------------------------------------------ 484 Weapon MissileDefenderMissileWeapon 485 PrimaryDamage = 40.0 486 PrimaryDamageRadius = 5.0 487 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 488 AttackRange = 175.0 489 DamageType = INFANTRY_MISSILE 490 DeathType = NORMAL 491 WeaponSpeed = 600 492 ProjectileObject = MissileDefenderMissile 493 ProjectileExhaust = MissileDefenderMissileExhaust 494 VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust 495 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 496 FireFX = FX_BuggyMissileIgnition 497 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 498 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 499 DelayBetweenShots = 1000 ; time between shots, msec 500 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 501 ClipReloadTime = 0 ; how long to reload a Clip, msec 502 AutoReloadsClip = Yes 503 FireSound = MissileDefenderWeapon 504 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% 505 AntiAirborneVehicle = Yes 506 AntiAirborneInfantry = Yes 507 ProjectileCollidesWith = STRUCTURES 508 End 509 510 ;------------------------------------------------------------------------------ 511 Weapon MissileDefenderLaserGuidedMissileWeapon 512 PrimaryDamage = 40.0 513 PrimaryDamageRadius = 5.0 514 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 515 AttackRange = 300.0 ;Extending this range, allows the special ability to work better. 516 DamageType = ARMOR_PIERCING 517 DeathType = NORMAL 518 WeaponSpeed = 600 519 ProjectileObject = MissileDefenderMissile 520 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 521 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 522 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 523 DelayBetweenShots = 500 ; time between shots, msec 524 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 525 ClipReloadTime = 0 ; how long to reload a Clip, msec 526 AutoReloadsClip = Yes 527 FireSound = MissileDefenderWeapon 528 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% 529 AntiAirborneVehicle = Yes 530 AntiAirborneInfantry = Yes 531 532 ; note, these only apply to units that aren't the explicit target 533 ; (ie, units that just happen to "get in the way"... projectiles 534 ; always collide with the Designated Target, regardless of these flags 535 ProjectileCollidesWith = STRUCTURES 536 End 537 538 ;------------------------------------------------------------------------------ 539 Weapon GLAJarmenKellRifle 540 PrimaryDamage = 180.0 541 PrimaryDamageRadius = 0.0 542 AttackRange = 225.0 543 DamageType = SNIPER 544 DeathType = NORMAL 545 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 546 ProjectileObject = NONE ;JarmenKellSniperShell 547 FireFX = WeaponFX_GenericMachineGunFire 548 FireSound = HeroGLAWeapon ;JarmenKellWeapon 549 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 550 DelayBetweenShots = 1000 ; time between shots, msec 551 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 552 ClipReloadTime = 0 ; how long to reload a Clip, msec 553 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 554 ;AllowAttackGarrisonedBldgs = Yes 555 End 556 557 ;------------------------------------------------------------------------------ 558 Weapon CINE_GLAJarmenKellRifle 559 PrimaryDamage = 180.0 560 PrimaryDamageRadius = 0.0 561 AttackRange = 999999.0 562 DamageType = SNIPER 563 DeathType = NORMAL 564 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 565 ProjectileObject = NONE 566 FireFX = WeaponFX_GenericMachineGunFire 567 FireSound = JarmenKellWeapon 568 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 569 DelayBetweenShots = 1000 ; time between shots, msec 570 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 571 ClipReloadTime = 0 ; how long to reload a Clip, msec 572 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 573 End 574 575 ;------------------------------------------------------------------------------ 576 Weapon CINE_USAPathfinderSniperRifle 577 PrimaryDamage = 100.0 578 PrimaryDamageRadius = 0.0 579 AttackRange = 999999.0 580 DamageType = FLESHY_SNIPER 581 DeathType = NORMAL 582 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 583 ProjectileObject = NONE 584 FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed 585 FireSound = PathfinderWeapon 586 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 587 DelayBetweenShots = 2000 ; time between shots, msec 588 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 589 ClipReloadTime = 0 ; how long to reload a Clip, msec 590 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 591 End 592 ;------------------------------------------------------------------------------ 593 Weapon USAPathfinderSniperRifle 594 PrimaryDamage = 100.0 595 PrimaryDamageRadius = 0.0 596 AttackRange = 300.0 597 DamageType = FLESHY_SNIPER 598 DeathType = NORMAL 599 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 600 ProjectileObject = NONE 601 FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed 602 FireSound = PathfinderWeapon 603 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 604 DelayBetweenShots = 2000 ; time between shots, msec 605 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 606 ClipReloadTime = 0 ; how long to reload a Clip, msec 607 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 608 End 609 610 ;------------------------------------------------------------------------------ 611 Weapon GLAJarmenKellVehiclePilotSniperRifle 612 PrimaryDamage = 1.0 613 PrimaryDamageRadius = 0.0 614 AttackRange = 225.0 615 DamageType = KILL_PILOT 616 DeathType = NORMAL 617 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 618 ProjectileObject = NONE 619 FireFX = WeaponFX_GenericMachineGunFire 620 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 621 FireSound = JarmenKellWeaponSnipe 622 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 623 DelayBetweenShots = 0 ; time between shots, msec 624 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 625 ClipReloadTime = 20000 ; how long to reload a Clip, msec 626 AutoReloadsClip = Yes 627 End 628 629 ;------------------------------------------------------------------------------ 630 Weapon ColonelBurtonSniperRifleWeapon 631 PrimaryDamage = 40.0 632 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 633 AttackRange = 125.0 634 DamageType = SMALL_ARMS 635 DeathType = NORMAL 636 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 637 ProjectileObject = NONE 638 FireFX = WeaponFX_GenericMachineGunFire 639 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 640 FireSound = ColonelBurtonWeapon 641 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 642 DelayBetweenShots = 100 ; time between shots, msec 643 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 644 ClipReloadTime = 500 ; how long to reload a Clip, msec 645 End 646 647 ;------------------------------------------------------------------------------ 648 Weapon ColonelBurtonKnifeWeapon 649 LeechRangeWeapon = Yes 650 PrimaryDamage = 10000.0 ; always kills target in one hit 651 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 652 AttackRange = 3.0 653 DamageType = MELEE 654 DeathType = NORMAL 655 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 656 ProjectileObject = NONE 657 FireFX = NONE;! 658 FireSound = HeroUSAKnifeAttack 659 DelayBetweenShots = 0 ; time between shots, msec 660 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 661 ClipReloadTime = 1367 ; how long to reload a Clip, msec 662 PreAttackDelay = 833 ; 833 is natural time of the stabbing animation. 663 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target 664 End 665 666 ;------------------------------------------------------------------------------ 667 Weapon GLARebelMachineGun 668 PrimaryDamage = 5.0 669 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 670 AttackRange = 100.0 671 DamageType = SMALL_ARMS 672 DeathType = NORMAL 673 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 674 ProjectileObject = NONE 675 FireFX = WeaponFX_GenericMachineGunFire 676 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX 677 FireSound = RebelWeapon 678 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 679 DelayBetweenShots = 100 ; time between shots, msec 680 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 681 ClipReloadTime = 700 ; how long to reload a Clip, msec 682 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 683 End 684 685 ;------------------------------------------------------------------------------ 686 ;*********************** Cinematic Only *************************************** 687 Weapon CINE_GLARebelMachineGun 688 PrimaryDamage = 5.0 689 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 690 AttackRange = 250.0 691 DamageType = SMALL_ARMS 692 DeathType = NORMAL 693 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 694 ProjectileObject = NONE 695 FireFX = WeaponFX_GenericMachineGunFire 696 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX 697 FireSound = RebelWeapon 698 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 699 DelayBetweenShots = 100 ; time between shots, msec 700 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 701 ClipReloadTime = 700 ; how long to reload a Clip, msec 702 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 703 End 704 705 ;------------------------------------------------------------------------------ 706 Weapon GLARebelTranqDartsWeapon 707 PrimaryDamage = 50.0 708 PrimaryDamageRadius = 0.0 709 AttackRange = 70.0 710 DamageType = SURRENDER 711 DeathType = NORMAL 712 WeaponSpeed = 999999.0 713 ProjectileObject = NONE 714 FireFX = WeaponFX_GenericMachineGunFire ; @todo need custom FX 715 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; @todo need custom FX 716 FireSound = RebelWeaponTranquilizer 717 DelayBetweenShots = 2000 718 ClipSize = 0 719 ClipReloadTime = 0 720 End 721 722 ;------------------------------------------------------------------------------ 723 Weapon RedguardMachineGun 724 PrimaryDamage = 15.0 725 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 726 AttackRange = 100.0 727 DamageType = SMALL_ARMS 728 DeathType = NORMAL 729 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 730 ProjectileObject = NONE 731 FireFX = WeaponFX_GenericMachineGunFire 732 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 733 FireSound = RedGuardWeapon 734 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 735 DelayBetweenShots = 1000 ; time between shots, msec 736 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 737 ClipReloadTime = 0 ; how long to reload a Clip, msec 738 End 739 740 ;------------------------------------------------------------------------------ 741 Weapon ChinaOfficerMachineGun 742 PrimaryDamage = 10.0 743 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 744 AttackRange = 100.0 745 DamageType = SMALL_ARMS 746 DeathType = NORMAL 747 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 748 ProjectileObject = NONE 749 FireFX = WeaponFX_GenericMachineGunFire 750 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 751 FireSound = RedGuardWeapon 752 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 753 DelayBetweenShots = 1000 ; time between shots, msec 754 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 755 ClipReloadTime = 0 ; how long to reload a Clip, msec 756 PreAttackDelay = 1538 ; 1538 is natural time of drawing gun animation 757 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target 758 End 759 760 ;------------------------------------------------------------------------------ 761 Weapon AmericaOfficerMachineGun 762 PrimaryDamage = 10.0 763 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 764 AttackRange = 100.0 765 DamageType = SMALL_ARMS 766 DeathType = NORMAL 767 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 768 ProjectileObject = NONE 769 FireFX = WeaponFX_GenericMachineGunFire 770 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 771 FireSound = RedGuardWeapon 772 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 773 DelayBetweenShots = 1000 ; time between shots, msec 774 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 775 ClipReloadTime = 0 ; how long to reload a Clip, msec 776 PreAttackDelay = 1538 ; 1538 is natural time of drawing gun animation 777 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target 778 End 779 780 ;------------------------------------------------------------------------------ 781 Weapon RedguardStunBulletsMachineGun 782 PrimaryDamage = 50.0 783 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 784 AttackRange = 80.0 785 DamageType = SURRENDER 786 DeathType = NORMAL 787 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 788 ProjectileObject = NONE 789 FireFX = WeaponFX_GenericMachineGunFire 790 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 791 FireSound = RedGuardWeapon 792 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 793 DelayBetweenShots = 2000 ; time between shots, msec 794 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 795 ClipReloadTime = 0 ; how long to reload a Clip, msec 796 End 797 798 ;------------------------------------------------------------------------------ 799 Weapon RedguardBayonet 800 LeechRangeWeapon = Yes 801 PrimaryDamage = 10000.0 ; always kills target in one hit 802 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 803 AttackRange = 3.0 804 DamageType = MELEE 805 DeathType = NORMAL 806 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 807 ProjectileObject = NONE 808 FireFX = WeaponFX_GenericMachineGunFire 809 FireSound = HeroUSAKnifeAttack 810 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 811 DelayBetweenShots = 0 ;1900 ; time between shots, msec 812 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 813 ClipReloadTime = 1900 ; how long to reload a Clip, msec 814 PreAttackDelay = 1400 815 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target 816 End 817 818 ;------------------------------------------------------------------------------ 819 Weapon GattlingTankGun 820 PrimaryDamage = 20.0 821 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 822 AttackRange = 175.0 823 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 824 MaxTargetPitch = 15 ; ditto 825 DamageType = Gattling 826 DeathType = NORMAL 827 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 828 ProjectileObject = NONE 829 FireFX = WeaponFX_GattlingTankMachineGunFire 830 VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers 831 FireSound = GattlingTankWeapon 832 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 833 DelayBetweenShots = 400 ; time between shots, msec 834 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 835 ClipReloadTime = 0 ; how long to reload a Clip, msec 836 ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" 837 ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" 838 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 839 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 840 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) 841 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 842 AntiAirborneVehicle = No 843 AntiAirborneInfantry = No 844 AntiGround = Yes 845 End 846 847 ;------------------------------------------------------------------------------ 848 Weapon GattlingTankGunAir 849 PrimaryDamage = 12.0 850 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 851 AttackRange = 350.0 852 ;MinTargetPitch = -15 ; we may not target anything outside of this pitch range 853 ;MaxTargetPitch = 15 ; ditto 854 DamageType = SMALL_ARMS 855 DeathType = NORMAL 856 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 857 ProjectileObject = NONE 858 FireFX = WeaponFX_GattlingTankMachineGunFire 859 VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers 860 FireSound = GattlingTankWeapon 861 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 862 DelayBetweenShots = 400 ; time between shots, msec 863 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 864 ClipReloadTime = 0 ; how long to reload a Clip, msec 865 ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" 866 ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" 867 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 868 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 869 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) 870 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 871 AntiAirborneVehicle = Yes 872 AntiAirborneInfantry = Yes 873 AntiGround = No 874 End 875 876 ;------------------------------------------------------------------------------ 877 Weapon GattlingBuildingGun 878 PrimaryDamage = 10.0 ;5.0 879 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 880 AttackRange = 225.0 881 DamageType = Gattling 882 DeathType = NORMAL 883 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 884 ProjectileObject = NONE 885 FireFX = WeaponFX_GattlingCannonMachineGunFire 886 VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers 887 FireSound = GattlingCannonWeapon 888 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 889 DelayBetweenShots = 250 ; time between shots, msec 890 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 891 ClipReloadTime = 0 ; how long to reload a Clip, msec 892 ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" 893 ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" 894 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 895 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 896 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) 897 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 898 AntiAirborneVehicle = No 899 AntiAirborneInfantry = No 900 AntiSmallMissile = No 901 AntiBallisticMissile = No 902 AntiGround = Yes 903 End 904 905 ;------------------------------------------------------------------------------ 906 Weapon GattlingBuildingGunAir 907 PrimaryDamage = 5.0 908 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 909 AttackRange = 400.0 910 DamageType = SMALL_ARMS 911 DeathType = NORMAL 912 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 913 ProjectileObject = NONE 914 FireFX = WeaponFX_GattlingCannonMachineGunFire 915 VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers 916 FireSound = GattlingCannonWeapon 917 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 918 DelayBetweenShots = 250 ; time between shots, msec 919 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 920 ClipReloadTime = 0 ; how long to reload a Clip, msec 921 ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" 922 ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" 923 ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire 924 WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire 925 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) 926 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade 927 AntiAirborneVehicle = Yes 928 AntiAirborneInfantry = Yes 929 AntiSmallMissile = No 930 AntiBallisticMissile = Yes 931 AntiGround = No 932 End 933 934 ;------------------------------------------------------------------------------ 935 Weapon WatchTowerMachineGun 936 PrimaryDamage = 10.0 937 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 938 AttackRange = 100.0 939 DamageType = SMALL_ARMS 940 DeathType = NORMAL 941 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 942 ProjectileObject = NONE 943 FireFX = WeaponFX_GenericMachineGunFire 944 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 945 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 946 DelayBetweenShots = 500 ; time between shots, msec 947 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 948 ClipReloadTime = 0 ; how long to reload a Clip, msec 949 End 950 951 ;------------------------------------------------------------------------------ 952 Weapon CommandoMachineGun 953 PrimaryDamage = 10.0 954 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 955 AttackRange = 80.0 956 DamageType = SMALL_ARMS 957 DeathType = NORMAL 958 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 959 ProjectileObject = NONE 960 FireFX = WeaponFX_GenericMachineGunFire 961 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 962 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 963 DelayBetweenShots = 500 ; time between shots, msec 964 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 965 ClipReloadTime = 0 ; how long to reload a Clip, msec 966 End 967 968 ;------------------------------------------------------------------------------ 969 Weapon Comanche20mmCannonWeapon 970 PrimaryDamage = 6.0 971 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 972 AttackRange = 200.0 973 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting 974 DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms 975 DeathType = NORMAL 976 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 977 ProjectileObject = NONE 978 FireSound = ComancheWeaponMachineGun 979 FireFX = WeaponFX_Comanche20mmCannonFire 980 VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire 981 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 982 DelayBetweenShots = 100 ; time between shots, msec 983 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 984 ClipReloadTime = 0 ; how long to reload a Clip, msec 985 AntiAirborneVehicle = No 986 AntiAirborneInfantry = Yes 987 End 988 989 ;------------------------------------------------------------------------------ 990 Weapon ComancheAntiTankMissileWeapon 991 PrimaryDamage = 50 992 PrimaryDamageRadius = 5.0 993 SecondaryDamage = 30.0 994 SecondaryDamageRadius = 25.0 995 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 996 AttackRange = 200.0 997 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting 998 DamageType = JET_MISSILES ;not so good against base defenses and some other units. 999 DeathType = EXPLODED 1000 WeaponSpeed = 99999 1001 ProjectileObject = ComancheAntiTankMissile 1002 ProjectileExhaust = MissileExhaust 1003 VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust 1004 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1005 DelayBetweenShots = 500 ; time between shots, msec 1006 ClipSize = 4 ; how many shots in a Clip (0 == infinite) 1007 AutoReloadsClip = Yes 1008 ClipReloadTime = 15000 ; how long to reload a Clip, msec 1009 AutoReloadWhenIdle = 15100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) 1010 FireSound = ComancheMissileWeapon 1011 FireFX = None 1012 ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation 1013 ProjectileCollidesWith = STRUCTURES 1014 AntiAirborneVehicle = No 1015 AntiAirborneInfantry = No 1016 ShowsAmmoPips = Yes 1017 End 1018 1019 ;------------------------------------------------------------------------------ 1020 Weapon ComancheRocketPodWeapon 1021 PrimaryDamage = 30.0 1022 PrimaryDamageRadius = 5.0 1023 SecondaryDamage = 10.0 1024 SecondaryDamageRadius = 40.0 1025 ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below 1026 1027 ; @todo srj -- need better targets; these are copied from Scud Storm 1028 ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots 1029 ; These specific points are an even distribution simulating a 150 ScatterRadius. 1030 ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots 1031 ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. 1032 1033 ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below 1034 ScatterTarget = X: 0.000 Y: 0.133 1035 ScatterTarget = X: 0.133 Y:-0.200 1036 ScatterTarget = X:-0.067 Y: 0.667 1037 ScatterTarget = X: 0.300 Y: 0.300 1038 ScatterTarget = X: 0.767 Y: 0.000 1039 ScatterTarget = X: 0.500 Y:-0.567 1040 ScatterTarget = X:-0.333 Y:-0.800 1041 ScatterTarget = X:-0.600 Y:-0.1333 1042 ScatterTarget = X:-0.567 Y: 0.433 1043 ScatterTarget = X: 0.000 Y: 0.133 1044 ScatterTarget = X: 0.133 Y:-0.200 1045 ScatterTarget = X:-0.067 Y: 0.667 1046 ScatterTarget = X: 0.300 Y: 0.300 1047 ScatterTarget = X: 0.767 Y: 0.000 1048 ScatterTarget = X: 0.500 Y:-0.567 1049 ScatterTarget = X:-0.333 Y:-0.800 1050 ScatterTarget = X:-0.600 Y:-0.1333 1051 ScatterTarget = X:-0.567 Y: 0.433 1052 ScatterTarget = X: 0.000 Y: 0.133 1053 ScatterTarget = X: 0.133 Y:-0.200 1054 1055 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1056 AttackRange = 200.0 1057 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting 1058 DamageType = EXPLOSION 1059 DeathType = EXPLODED 1060 WeaponSpeed = 99999 1061 ProjectileObject = ComancheRocketPodRocket 1062 ProjectileExhaust = MissileExhaust 1063 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1064 DelayBetweenShots = 200 ; time between shots, msec 1065 ClipSize = 20 ; how many shots in a Clip (0 == infinite) 1066 AutoReloadsClip = Yes 1067 ClipReloadTime = 30000 ; how long to reload a Clip, msec 1068 FireSound = ComancheRocketPodWeaponSound 1069 FireFX = None 1070 ProjectileDetonationFX = WeaponFX_ComancheRocketPodRocketDetonation 1071 ProjectileCollidesWith = STRUCTURES 1072 AntiAirborneVehicle = No 1073 AntiAirborneInfantry = No 1074 End 1075 1076 ;------------------------------------------------------------------------------ 1077 Weapon ToxinShellWeapon ; No extra damage, just lays down a damage field 1078 PrimaryDamage = 0.0 1079 PrimaryDamageRadius = 1.0 1080 AttackRange = 100.0 1081 DamageType = EXPLOSION 1082 DeathType = EXPLODED 1083 WeaponSpeed = 99999.0 1084 ProjectileObject = NONE 1085 FireFX = WeaponFX_ToxinShellWeapon 1086 FireOCL = OCL_PoisonFieldSmall 1087 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1088 DelayBetweenShots = 0 ; time between shots, msec 1089 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1090 ClipReloadTime = 0 ; how long to reload a Clip, msec 1091 AutoReloadsClip = No 1092 AntiGround = Yes 1093 DamageDealtAtSelfPosition = Yes 1094 End 1095 1096 ;------------------------------------------------------------------------------ 1097 Weapon ToxinShellWeaponUpgraded ; No extra damage, just lays down a damage field 1098 PrimaryDamage = 0.0 1099 PrimaryDamageRadius = 1.0 1100 AttackRange = 100.0 1101 DamageType = EXPLOSION 1102 DeathType = EXPLODED 1103 WeaponSpeed = 99999.0 1104 ProjectileObject = NONE 1105 ; FireFX = WeaponFX_NapalmMissileDetonation 1106 FireOCL = OCL_PoisonFieldUpgradedSmall 1107 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1108 DelayBetweenShots = 0 ; time between shots, msec 1109 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1110 ClipReloadTime = 0 ; how long to reload a Clip, msec 1111 AutoReloadsClip = No 1112 AntiGround = Yes 1113 DamageDealtAtSelfPosition = Yes 1114 End 1115 1116 ;------------------------------------------------------------------------------ 1117 ; When a barrel explodes 1118 Weapon BarrelWeapon 1119 PrimaryDamage = 50.0 1120 PrimaryDamageRadius = 15.0 1121 SecondaryDamage = 30.0 1122 SecondaryDamageRadius = 30.0 1123 AttackRange = 200.0 1124 DamageType = EXPLOSION 1125 DeathType = EXPLODED 1126 WeaponSpeed = 600 ; dist/sec 1127 ProjectileObject = NONE 1128 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1129 DelayBetweenShots = 0 ; time between shots, msec 1130 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1131 ClipReloadTime = 0 ; how long to reload a Clip, msec 1132 End 1133 1134 ;------------------------------------------------------------------------------ 1135 ; When a TankerTruck explodes 1136 Weapon TankerTruckWeapon 1137 PrimaryDamage = 100.0 1138 PrimaryDamageRadius = 30.0 1139 SecondaryDamage = 30.0 1140 SecondaryDamageRadius = 65.0 1141 AttackRange = 200.0 1142 DamageType = EXPLOSION 1143 DeathType = EXPLODED 1144 WeaponSpeed = 600 ; dist/sec 1145 ProjectileObject = NONE 1146 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1147 DelayBetweenShots = 0 ; time between shots, msec 1148 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1149 ClipReloadTime = 0 ; how long to reload a Clip, msec 1150 End 1151 1152 ;------------------------------------------------------------------------------ 1153 Weapon A10ThunderboltVulcan 1154 PrimaryDamage = 10.0 1155 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" 1156 AttackRange = 450.0 1157 DamageType = SMALL_ARMS 1158 DeathType = NORMAL 1159 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 1160 ProjectileObject = NONE 1161 FireFX = WeaponFX_Comanche20mmCannonFire 1162 FireSound = GattlingCannonWeapon 1163 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1164 DelayBetweenShots = 60 ; time between shots, msec 1165 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1166 ClipReloadTime = 0 ; how long to reload a Clip, msec 1167 End 1168 1169 ;------------------------------------------------------------------------------ 1170 Weapon A10ThunderboltMissileWeapon 1171 PrimaryDamage = 200.0 ;GS changed to what it was secretly doing pending review 1172 PrimaryDamageRadius = 50.0 1173 AttackRange = 350.0 1174 DamageType = EXPLOSION 1175 DeathType = EXPLODED 1176 WeaponSpeed = 99999.0 1177 ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion 1178 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR 1179 DelayBetweenShots = 0 ; time between shots, msec 1180 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1181 ClipReloadTime = 20000 ; how long to reload a Clip, msec 1182 AutoReloadsClip = No 1183 End 1184 1185 ;------------------------------------------------------------------------------ 1186 Weapon NeutronMissileWeapon 1187 PrimaryDamage = 0 ; not used for this weapon (it's "special") 1188 PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") 1189 AttackRange = 99999 ; not used for this weapon (it's "special") 1190 DamageType = RADIATION ; not used for this weapon (it's "special") 1191 DeathType = NORMAL 1192 WeaponSpeed = 99999 ; not used for this weapon (it's "special") 1193 ProjectileObject = NeutronMissile 1194 ProjectileExhaust = NeutronMissileExhaust 1195 FireFX = WeaponFX_NeutronMissile 1196 ProjectileDetonationFX = None ; not used for this weapon (it's "special") 1197 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1198 DelayBetweenShots = 0 ; not used for this weapon (it's "special") 1199 ClipSize = 1 ; not used for this weapon (it's "special") 1200 ClipReloadTime = 0 ; not used for this weapon (it's "special") 1201 AutoReloadsClip = No ; not used for this weapon (it's "special") 1202 End 1203 1204 ;-------------------------- Scud Storm ---------------------------------------- 1205 ;------------------------------------------------------------------------------ 1206 Weapon ScudStormWeapon 1207 PrimaryDamage = 0 ; not used for this weapon (it's "special") 1208 PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") 1209 AttackRange = 999999 ; not used for this weapon (it's "special") 1210 DamageType = EXPLOSION ; not used for this weapon (it's "special") 1211 DeathType = EXPLODED 1212 WeaponSpeed = 99999 ; not used for this weapon (it's "special") 1213 ProjectileObject = ScudStormMissile 1214 ProjectileExhaust = ScudMissileExhaust 1215 ;FireFX = WeaponFX_ScudStormMissile 1216 FireSound = ScudStormLaunch 1217 ;ProjectileDetonationFX = ScudStormMissileDetonation 1218 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 1219 DelayBetweenShots = Min:100 Max:1000 1220 ClipSize = 9 1221 ClipReloadTime = 10000 ; give it time to sink into the ground 1222 AutoReloadsClip = Yes 1223 ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below 1224 1225 ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots 1226 ; These specific points are an even distribution simulating a 150 ScatterRadius. 1227 ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots 1228 ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. 1229 1230 ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below 1231 ScatterTarget = X: 0.000 Y: 0.133 1232 ScatterTarget = X: 0.133 Y:-0.200 1233 ScatterTarget = X:-0.067 Y: 0.667 1234 ScatterTarget = X: 0.300 Y: 0.300 1235 ScatterTarget = X: 0.767 Y: 0.000 1236 ScatterTarget = X: 0.500 Y:-0.567 1237 ScatterTarget = X:-0.333 Y:-0.800 1238 ScatterTarget = X:-0.600 Y:-0.1333 1239 ScatterTarget = X:-0.567 Y: 0.433 1240 1241 PreAttackDelay = 1500 ; Slight delay to sound the alarm 1242 PreAttackType = PER_CLIP ; Do the delay the first shot of each clip 1243 AcceptableAimDelta = 180 ; Don't need to turn at all. 1244 1245 ; note, these only apply to units that aren't the explicit target 1246 ; (ie, units that just happen to "get in the way"... projectiles 1247 ; always collide with the Designated Target, regardless of these flags 1248 ProjectileCollidesWith = STRUCTURES 1249 End 1250 1251 ;------------------------------------------------------------------------------ 1252 Weapon ScudStormDamageWeapon 1253 PrimaryDamage = 500.0 1254 PrimaryDamageRadius = 50.0 1255 SecondaryDamage = 150.0 ;50.0 1256 SecondaryDamageRadius = 200.0 1257 AttackRange = 200.0 1258 DamageType = EXPLOSION 1259 DeathType = EXPLODED 1260 WeaponSpeed = 600 ; dist/sec 1261 FireFX = ScudStormMissileDetonation 1262 FireOCL = OCL_PoisonFieldLarge ; So this weapon will do normal damage, and create this object 1263 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 1264 DelayBetweenShots = 0 ; time between shots, msec 1265 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1266 ClipReloadTime = 0 ; how long to reload a Clip, msec 1267 End 1268 1269 ;------------------------------------------------------------------------------ 1270 Weapon ScudStormDamageWeaponUpgraded 1271 PrimaryDamage = 500.0 1272 PrimaryDamageRadius = 50.0 1273 SecondaryDamage = 150.0 1274 SecondaryDamageRadius = 200.0 1275 AttackRange = 200.0 1276 DamageType = EXPLOSION 1277 DeathType = EXPLODED 1278 WeaponSpeed = 600 ; dist/sec 1279 FireFX = ScudStormMissileDetonationUpgraded 1280 FireOCL = OCL_PoisonFieldUpgradedLarge ; So this weapon will do normal damage, and create this object 1281 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 1282 DelayBetweenShots = 0 ; time between shots, msec 1283 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1284 ClipReloadTime = 0 ; how long to reload a Clip, msec 1285 End 1286 1287 ;------------------------------------------------------------------------------ 1288 Weapon ScudStormDeath 1289 FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 1290 FireOCL = OCL_PoisonFieldMedium 1291 FireSound = NoSound 1292 End 1293 1294 ;------------------------------------------------------------------------------ 1295 Weapon ScudStormDeathUpgraded 1296 FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation 1297 FireOCL = OCL_PoisonFieldUpgradedMedium 1298 FireSound = NoSound 1299 End 1300 1301 1302 ;------------------------------------------------------------------------------ 1303 Weapon AuroraBombWeapon 1304 PrimaryDamage = 400.0 1305 PrimaryDamageRadius = 20.0 1306 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast 1307 AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. 1308 DamageType = AURORA_BOMB 1309 DeathType = EXPLODED 1310 WeaponSpeed = 99999 1311 ProjectileObject = AuroraBomb 1312 FireFX = FX_AuroraBombLaunch 1313 ProjectileDetonationFX = FX_AuroraBombDetonate 1314 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 1315 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1316 ClipReloadTime = 5000 ; how long to reload a Clip, msec 1317 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1318 ShowsAmmoPips = Yes 1319 1320 ; note, these only apply to units that aren't the explicit target 1321 ; (ie, units that just happen to "get in the way"... projectiles 1322 ; always collide with the Designated Target, regardless of these flags 1323 ProjectileCollidesWith = STRUCTURES 1324 End 1325 1326 ;------------------------------------------------------------------------------ 1327 Weapon RaptorJetMissileWeapon 1328 PrimaryDamage = 100.0 1329 PrimaryDamageRadius = 5.0 1330 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1331 AttackRange = 320 ;400.0 1332 MinimumAttackRange = 100.0 1333 AcceptableAimDelta = 30 1334 DamageType = JET_MISSILES 1335 DeathType = EXPLODED 1336 WeaponSpeed = 1000 1337 ProjectileObject = RaptorJetMissile 1338 ProjectileExhaust = MissileExhaust 1339 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1340 FireFX = None 1341 FireSound = RaptorJetMissileWeapon 1342 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1343 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 1344 DelayBetweenShots = 150 1345 ClipSize = 4 1346 ClipReloadTime = 8000 1347 AutoReloadsClip = RETURN_TO_BASE 1348 ProjectileCollidesWith = STRUCTURES 1349 AntiAirborneVehicle = Yes 1350 AntiAirborneInfantry = No 1351 ShowsAmmoPips = Yes 1352 End 1353 1354 ;------------------------------------------------------------------------------ 1355 Weapon RaptorJetLaserGuidedMissileWeapon 1356 PrimaryDamage = 125.0 1357 PrimaryDamageRadius = 5.0 1358 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1359 AttackRange = 320.0 1360 MinimumAttackRange = 100.0 1361 AcceptableAimDelta = 30 1362 DamageType = JET_MISSILES 1363 DeathType = EXPLODED 1364 WeaponSpeed = 1000 1365 ProjectileObject = RaptorJetMissile 1366 ProjectileExhaust = MissileExhaust 1367 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1368 FireFX = None 1369 FireSound = RaptorJetMissileWeapon 1370 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1371 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 1372 DelayBetweenShots = 150 1373 ClipSize = 4 1374 ClipReloadTime = 5000 ;8000 1375 AutoReloadsClip = RETURN_TO_BASE 1376 ProjectileCollidesWith = STRUCTURES 1377 AntiAirborneVehicle = Yes 1378 AntiAirborneInfantry = No 1379 ShowsAmmoPips = Yes 1380 End 1381 1382 ;------------------------------------------------------------------------------ 1383 Weapon StealthJetMissileWeapon 1384 PrimaryDamage = 100.0 1385 PrimaryDamageRadius = 5.0 1386 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1387 AttackRange = 220 ;320.0 1388 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed 1389 DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else 1390 DeathType = EXPLODED 1391 WeaponSpeed = 1000 1392 ProjectileObject = StealthJetMissile 1393 ProjectileExhaust = MissileExhaust 1394 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1395 FireFX = None 1396 FireSound = StealthJetMissileWeapon 1397 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1398 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 1399 DelayBetweenShots = 200 ; time between shots, msec 1400 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 1401 ClipReloadTime = 8000 ; how long to reload a Clip, msec 1402 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1403 ProjectileCollidesWith = STRUCTURES 1404 AntiAirborneVehicle = No 1405 AntiAirborneInfantry = No 1406 ShowsAmmoPips = Yes 1407 End 1408 1409 ;------------------------------------------------------------------------------ 1410 Weapon CINE_StealthJetMissileWeapon 1411 PrimaryDamage = 100.0 1412 PrimaryDamageRadius = 5.0 1413 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1414 AttackRange = 400 1415 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed 1416 DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else 1417 DeathType = EXPLODED 1418 WeaponSpeed = 1000 1419 ProjectileObject = StealthJetMissile 1420 ProjectileExhaust = MissileExhaust 1421 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1422 FireFX = None 1423 FireSound = StealthJetMissileWeapon 1424 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1425 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1426 DelayBetweenShots = 200 ; time between shots, msec 1427 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 1428 ClipReloadTime = 8000 ; how long to reload a Clip, msec 1429 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1430 ProjectileCollidesWith = STRUCTURES 1431 AntiAirborneVehicle = No 1432 AntiAirborneInfantry = No 1433 ShowsAmmoPips = Yes 1434 End 1435 1436 ;------------------------------------------------------------------------------ 1437 Weapon StealthJetLaserGuidedMissileWeapon 1438 PrimaryDamage = 125.0 1439 PrimaryDamageRadius = 5.0 1440 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1441 AttackRange = 220 ;320.0 1442 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed 1443 DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else 1444 DeathType = EXPLODED 1445 WeaponSpeed = 1000 1446 ProjectileObject = StealthJetMissile 1447 ProjectileExhaust = MissileExhaust 1448 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1449 FireFX = None 1450 FireSound = StealthJetMissileWeapon 1451 ProjectileDetonationFX = WeaponFX_JetMissileDetonation 1452 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 1453 DelayBetweenShots = 200 ; time between shots, msec 1454 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 1455 ClipReloadTime = 8000 ; how long to reload a Clip, msec 1456 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 1457 ProjectileCollidesWith = STRUCTURES 1458 AntiAirborneVehicle = No 1459 AntiAirborneInfantry = No 1460 ShowsAmmoPips = Yes 1461 End 1462 1463 ;------------------------------------------------------------------------------ 1464 Weapon DaisyCutterDetonationWeapon 1465 PrimaryDamage = 2000.0 1466 PrimaryDamageRadius = 100.0 1467 AttackRange = 100.0 1468 DamageType = EXPLOSION 1469 DeathType = EXPLODED 1470 WeaponSpeed = 99999.0 1471 ProjectileObject = NONE 1472 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1473 DelayBetweenShots = 0 ; time between shots, msec 1474 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1475 ClipReloadTime = 0 ; how long to reload a Clip, msec 1476 AutoReloadsClip = No 1477 End 1478 1479 ;------------------------------------------------------------------------------ 1480 Weapon DaisyCutterFlameWeapon 1481 PrimaryDamage = 5.0 ; Just a spot of flame to light trees on fire 1482 PrimaryDamageRadius = 100.0 1483 AttackRange = 100.0 1484 DamageType = FLAME 1485 DeathType = BURNED 1486 WeaponSpeed = 99999.0 1487 ProjectileObject = NONE 1488 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1489 DelayBetweenShots = 0 ; time between shots, msec 1490 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1491 ClipReloadTime = 0 ; how long to reload a Clip, msec 1492 AutoReloadsClip = No 1493 End 1494 1495 ;------------------------------------------------------------------------------ 1496 Weapon CarpetBombWeapon 1497 PrimaryDamage = 300.0 1498 PrimaryDamageRadius = 50.0 1499 AttackRange = 100.0 1500 DamageType = EXPLOSION 1501 DeathType = EXPLODED 1502 WeaponSpeed = 99999.0 1503 ProjectileObject = NONE 1504 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; should this affect allies? @todo srj 1505 DelayBetweenShots = 0 ; time between shots, msec 1506 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1507 ClipReloadTime = 0 ; how long to reload a Clip, msec 1508 AutoReloadsClip = No 1509 End 1510 1511 ;------------------------------------------------------------------------------ 1512 Weapon BlackMarketNukeWeapon 1513 PrimaryDamage = 800.0 1514 PrimaryDamageRadius = 100.0 1515 AttackRange = 100.0 1516 DamageType = EXPLOSION 1517 DeathType = EXPLODED 1518 WeaponSpeed = 99999.0 1519 FireOCL = OCL_RadiationFieldLarge 1520 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1521 DelayBetweenShots = 0 ; time between shots, msec 1522 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1523 ClipReloadTime = 0 ; how long to reload a Clip, msec 1524 AutoReloadsClip = No 1525 End 1526 1527 ;-------------------------------------------------------------------------------- 1528 Weapon AnthraxBombWeapon 1529 PrimaryDamage = 200.0 1530 PrimaryDamageRadius = 100.0 1531 AttackRange = 100.0 1532 DamageType = EXPLOSION 1533 DeathType = EXPLODED 1534 WeaponSpeed = 99999.0 1535 FireOCL = OCL_PoisonFieldAnthraxBomb ; So this weapon will do normal damage, and create this object 1536 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1537 DelayBetweenShots = 0 ; time between shots, msec 1538 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1539 ClipReloadTime = 0 ; how long to reload a Clip, msec 1540 AutoReloadsClip = No 1541 End 1542 1543 ;------------------------------------------------------------------------------ 1544 Weapon PatriotMissileWeapon 1545 PrimaryDamage = 30.0 1546 PrimaryDamageRadius = 5.0 1547 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1548 AttackRange = 225.0 1549 DamageType = EXPLOSION 1550 DeathType = EXPLODED 1551 WeaponSpeed = 1 ; locomotor specifies speed. 1552 ProjectileObject = PatriotMissileRevised ;PatriotMissile 1553 ProjectileExhaust = MissileDefenderMissileExhaust ;MissileExhaust 1554 FireFX = FX_PatriotIgnition ;FX_BuggyMissileIgnition 1555 FireSound = PatriotBatteryWeapon 1556 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1557 DelayBetweenShots = 250 ; time between shots, msec 1558 ClipSize = 4 ; how many shots in a Clip (0 == infinite) 1559 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1560 AutoReloadsClip = Yes 1561 AntiAirborneVehicle = No 1562 AntiAirborneInfantry = No 1563 AntiGround = Yes 1564 AntiBallisticMissile = No 1565 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1566 RequestAssistRange = 200 ; when I fire, my object will look around for things of 1567 ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. 1568 ProjectileCollidesWith = STRUCTURES 1569 End 1570 1571 ;------------------------------------------------------------------------------ 1572 Weapon PatriotMissileWeaponAir 1573 PrimaryDamage = 25.0 1574 PrimaryDamageRadius = 5.0 1575 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1576 AttackRange = 350.0 1577 DamageType = EXPLOSION 1578 DeathType = EXPLODED 1579 WeaponSpeed = 600 1580 ProjectileObject = PatriotMissileRevised ;PatriotMissile 1581 ProjectileExhaust = MissileDefenderMissileExhaust ;MissileExhaust 1582 FireFX = FX_PatriotIgnition ;FX_BuggyMissileIgnition 1583 FireSound = PatriotBatteryWeapon 1584 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1585 DelayBetweenShots = 250 ; time between shots, msec 1586 ClipSize = 4 ; how many shots in a Clip (0 == infinite) 1587 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1588 AutoReloadsClip = Yes 1589 AntiAirborneVehicle = Yes 1590 AntiAirborneInfantry = Yes 1591 AntiGround = No 1592 AntiBallisticMissile = Yes 1593 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1594 RequestAssistRange = 200 ; when I fire, my object will look around for things of 1595 ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. 1596 ProjectileCollidesWith = STRUCTURES 1597 End 1598 1599 ;------------------------------------------------------------------------------ 1600 ; For use with the Assisted Targeting Update. No Assist Listing and longer range 1601 Weapon PatriotMissileAssistWeapon 1602 PrimaryDamage = 25.0 1603 PrimaryDamageRadius = 5.0 1604 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1605 AttackRange = 450.0 ; at least Regular's range + regular's request assist range 1606 DamageType = EXPLOSION ; ignored for projectile weapons 1607 DeathType = EXPLODED 1608 WeaponSpeed = 600 ; ignored for projectile weapons 1609 ProjectileObject = PatriotMissileRevised ;PatriotMissile 1610 ProjectileExhaust = MissileDefenderMissileExhaust ;MissileExhaust 1611 FireFX = FX_PatriotIgnition ;FX_BuggyMissileIgnition 1612 FireSound = PatriotBatteryWeapon 1613 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1614 DelayBetweenShots = 250 ; time between shots, msec 1615 ClipSize = 4 ; how many shots in a Clip (0 == infinite) 1616 ClipReloadTime = 1000 ; how long to reload a Clip, msec 1617 AutoReloadsClip = Yes 1618 AntiAirborneVehicle = Yes 1619 AntiAirborneInfantry = Yes 1620 AntiGround = Yes 1621 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1622 ProjectileCollidesWith = STRUCTURES 1623 End 1624 1625 ;------------------------------------------------------------------------------ 1626 Weapon TunnelDefenderRocketWeapon 1627 PrimaryDamage = 40.0 1628 PrimaryDamageRadius = 5.0 1629 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1630 AttackRange = 175.0 1631 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 1632 DamageType = INFANTRY_MISSILE ; ignored for projectile weapons 1633 DeathType = EXPLODED 1634 WeaponSpeed = 600 ; ignored for projectile weapons 1635 ProjectileObject = TunnelDefenderMissile 1636 ProjectileExhaust = MissileExhaust 1637 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1638 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1639 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1640 DelayBetweenShots = 1000 ; time between shots, msec 1641 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 1642 ClipReloadTime = 0 ; how long to reload a Clip, msec 1643 AutoReloadsClip = Yes 1644 FireSound = RPGTrooperWeapon 1645 FireFX = None 1646 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1647 ProjectileCollidesWith = STRUCTURES 1648 AntiAirborneVehicle = Yes 1649 AntiAirborneInfantry = Yes 1650 AntiAirborneVehicle = Yes 1651 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1652 End 1653 1654 ;------------------------------------------------------------------------------ 1655 ;Also known as the RocketBuggyWeapon for those of you doing a search for it. 1656 Weapon BuggyRocketWeapon 1657 PrimaryDamage = 20.0 1658 PrimaryDamageRadius = 0.0 1659 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1660 SecondaryDamage = 5.0 1661 SecondaryDamageRadius = 10.0 1662 AttackRange = 300.0 1663 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 1664 DamageType = EXPLOSION ; ignored for projectile weapons 1665 DeathType = EXPLODED 1666 WeaponSpeed = 600 ; ignored for projectile weapons 1667 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1668 ProjectileObject = RocketBuggyMissile 1669 ProjectileExhaust = MissileExhaust 1670 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1671 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1672 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1673 DelayBetweenShots = 200 ; time between shots, msec 1674 ClipSize = 6 ; how many shots in a Clip (0 == infinite) 1675 ClipReloadTime = 6000 ; how long to reload a Clip, msec 1676 AutoReloadsClip = Yes 1677 AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) 1678 FireFX = FX_BuggyMissileIgnition 1679 FireSound = RocketBuggyWeapon 1680 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1681 ProjectileCollidesWith = STRUCTURES 1682 End 1683 ;------------------------------------------------------------------------------ 1684 ;Also known as the RocketBuggyWeapon for those of you doing a search for it. 1685 Weapon CINE_BuggyRocketWeapon 1686 PrimaryDamage = 20.0 1687 PrimaryDamageRadius = 0.0 1688 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1689 SecondaryDamage = 5.0 1690 SecondaryDamageRadius = 10.0 1691 AttackRange = 300.0 1692 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 1693 DamageType = EXPLOSION ; ignored for projectile weapons 1694 DeathType = EXPLODED 1695 WeaponSpeed = 600 ; ignored for projectile weapons 1696 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1697 ProjectileObject = RocketBuggyMissile 1698 ProjectileExhaust = MissileExhaust 1699 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1700 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1701 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1702 DelayBetweenShots = 200 ; time between shots, msec 1703 ClipSize = 6 ; how many shots in a Clip (0 == infinite) 1704 ClipReloadTime = 6000 ; how long to reload a Clip, msec 1705 AutoReloadsClip = Yes 1706 FireFX = FX_BuggyMissileIgnition 1707 FireSound = RocketBuggyWeapon 1708 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1709 ProjectileCollidesWith = STRUCTURES 1710 End 1711 1712 ;------------------------------------------------------------------------------ 1713 Weapon BuggyRocketWeaponUpgraded 1714 PrimaryDamage = 20.0 1715 PrimaryDamageRadius = 5.0 1716 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1717 SecondaryDamage = 5.0 1718 SecondaryDamageRadius = 10.0 1719 AttackRange = 300.0 1720 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 1721 DamageType = EXPLOSION ; ignored for projectile weapons 1722 DeathType = EXPLODED 1723 WeaponSpeed = 600 ; ignored for projectile weapons 1724 ProjectileObject = RocketBuggyMissile 1725 ProjectileExhaust = MissileExhaust 1726 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1727 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1728 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1729 ScatterRadius = 0 ;10 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1730 DelayBetweenShots = 200 ; time between shots, msec 1731 ClipSize = 12 ; how many shots in a Clip (0 == infinite) 1732 ClipReloadTime = 6000 ; how long to reload a Clip, msec 1733 AutoReloadsClip = Yes 1734 AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) 1735 FireFX = FX_BuggyMissileIgnition 1736 FireSound = RocketBuggyWeapon 1737 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1738 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1739 ProjectileCollidesWith = STRUCTURES 1740 End 1741 1742 ;------------------------------------------------------------------------------ 1743 Weapon StingerMissileWeapon 1744 PrimaryDamage = 30.0 ;20.0 1745 PrimaryDamageRadius = 5.0 1746 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1747 AttackRange = 225.0 1748 DamageType = EXPLOSION ; ignored for projectile weapons 1749 DeathType = EXPLODED 1750 WeaponSpeed = 750 ; ignored for projectile weapons 1751 ProjectileObject = StingerMissile 1752 ProjectileExhaust = MissileExhaust 1753 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1754 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1755 DelayBetweenShots = 0 ; time between shots, msec 1756 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1757 ClipReloadTime = 1500 ;2000 ; how long to reload a Clip, msec 1758 AutoReloadsClip = Yes 1759 FireFX = FX_StingerMissileIgnition 1760 FireSound = StingerMissileWeapon 1761 ProjectileDetonationFX = WeaponFX_StingerMissileDetonation 1762 AntiAirborneVehicle = No 1763 AntiAirborneInfantry = No 1764 AntiGround = Yes 1765 WeaponBonus = PLAYER_UPGRADE DAMAGE 135% ; AP rocket upgrade 1766 1767 1768 ; note, these only apply to units that aren't the explicit target 1769 ; (ie, units that just happen to "get in the way"... projectiles 1770 ; always collide with the Designated Target, regardless of these flags 1771 ProjectileCollidesWith = STRUCTURES 1772 End 1773 1774 ;------------------------------------------------------------------------------ 1775 Weapon CINE_StingerMissileWeapon 1776 PrimaryDamage = 20.0 1777 PrimaryDamageRadius = 5.0 1778 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1779 AttackRange = 2250.0 1780 DamageType = EXPLOSION ; ignored for projectile weapons 1781 DeathType = EXPLODED 1782 WeaponSpeed = 750 ; ignored for projectile weapons 1783 ProjectileObject = StingerMissile 1784 ProjectileExhaust = MissileExhaust 1785 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1786 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1787 DelayBetweenShots = 0 ; time between shots, msec 1788 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1789 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1790 AutoReloadsClip = Yes 1791 FireFX = FX_StingerMissileIgnition 1792 FireSound = StingerMissileWeapon 1793 ProjectileDetonationFX = WeaponFX_StingerMissileDetonation 1794 AntiAirborneVehicle = No 1795 AntiAirborneInfantry = No 1796 AntiGround = Yes 1797 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade 1798 1799 1800 ; note, these only apply to units that aren't the explicit target 1801 ; (ie, units that just happen to "get in the way"... projectiles 1802 ; always collide with the Designated Target, regardless of these flags 1803 ProjectileCollidesWith = STRUCTURES 1804 End 1805 1806 ;------------------------------------------------------------------------------ 1807 Weapon StingerMissileWeaponAir 1808 PrimaryDamage = 30.0 1809 PrimaryDamageRadius = 10.0 1810 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1811 AttackRange = 400.0 1812 DamageType = EXPLOSION ; ignored for projectile weapons 1813 DeathType = EXPLODED 1814 WeaponSpeed = 600 ; ignored for projectile weapons 1815 ProjectileObject = StingerMissile 1816 ProjectileExhaust = MissileExhaust 1817 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1818 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1819 DelayBetweenShots = 0 ; time between shots, msec 1820 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1821 ClipReloadTime = 2000 ; how long to reload a Clip, msec 1822 AutoReloadsClip = Yes 1823 FireFX = FX_StingerMissileIgnition 1824 FireSound = StingerMissileWeapon 1825 ProjectileDetonationFX = WeaponFX_StingerMissileDetonation 1826 AntiAirborneVehicle = Yes 1827 AntiAirborneInfantry = No 1828 AntiGround = No 1829 AntiBallisticMissile = Yes 1830 1831 ; note, these only apply to units that aren't the explicit target 1832 ; (ie, units that just happen to "get in the way"... projectiles 1833 ; always collide with the Designated Target, regardless of these flags 1834 ProjectileCollidesWith = STRUCTURES 1835 End 1836 1837 ;------------------------------------------------------------------------------ 1838 Weapon ScorpionMissileWeapon 1839 PrimaryDamage = 100.0 1840 PrimaryDamageRadius = 5.0 1841 SecondaryDamage = 80.0 1842 SecondaryDamageRadius = 25.0 1843 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 1844 AttackRange = 150.0 1845 MinimumAttackRange = 40.0 1846 DamageType = EXPLOSION ; ignored for projectile weapons 1847 DeathType = EXPLODED 1848 WeaponSpeed = 600 ; ignored for projectile weapons 1849 ProjectileObject = ScorpionMissile 1850 ProjectileExhaust = MissileExhaust 1851 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 1852 FireFX = FX_BuggyMissileIgnition 1853 FireSound = ScorpionMissileWeapon 1854 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 1855 ;Removed - 9/28 - DB 1856 ; ScatterRadius = 10 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 1857 DelayBetweenShots = 200 ; time between shots, msec 1858 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 1859 ClipReloadTime = 15000 ; how long to reload a Clip, msec 1860 AutoReloadsClip = Yes 1861 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 1862 1863 ; note, these only apply to units that aren't the explicit target 1864 ; (ie, units that just happen to "get in the way"... projectiles 1865 ; always collide with the Designated Target, regardless of these flags 1866 ProjectileCollidesWith = STRUCTURES 1867 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade 1868 End 1869 1870 ;------------------------------------------------------------------------------ 1871 Weapon SuicideDynamitePack 1872 PrimaryDamage = 500.0 ;was 150.0 1873 PrimaryDamageRadius = 18.0 ;was 6.0 1874 SecondaryDamage = 300.0 ;was 30.0 1875 SecondaryDamageRadius = 50.0 ;was 25.0 1876 AttackRange = 5.0 ; must be very close to use this weapon! 1877 DamageType = EXPLOSION 1878 DeathType = SUICIDED 1879 WeaponSpeed = 99999.0 1880 ProjectileObject = NONE 1881 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 1882 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR 1883 DelayBetweenShots = 0 1884 ClipSize = 1 1885 ClipReloadTime = 0 1886 AutoReloadsClip = No 1887 FireFX = WeaponFX_SuicideDynamitePackDetonation 1888 FireSound = CarBomberDie 1889 End 1890 1891 ;------------------------------------------------------------------------------ 1892 Weapon SuicideCarBomb 1893 PrimaryDamage = 700.0 1894 PrimaryDamageRadius = 20.0 1895 SecondaryDamage = 100.0 1896 SecondaryDamageRadius = 50.0 1897 AttackRange = 5.0 ; must be very close to use this weapon! 1898 DamageType = EXPLOSION 1899 DeathType = SUICIDED 1900 WeaponSpeed = 99999.0 1901 ProjectileObject = NONE 1902 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 1903 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS 1904 DelayBetweenShots = 0 1905 ClipSize = 1 1906 ClipReloadTime = 0 1907 AutoReloadsClip = No 1908 FireFX = WeaponFX_SuicideDynamitePackDetonation 1909 FireSound = CarBomberDie 1910 End 1911 1912 ;------------------------------------------------------------------------------ 1913 ;****************************Required For CHI01 INTRO************************** 1914 Weapon CINEConvoyNuke 1915 PrimaryDamage = 800.0 1916 PrimaryDamageRadius = 100.0 1917 AttackRange = 5.0 1918 DamageType = EXPLOSION 1919 DeathType = SUICIDED 1920 WeaponSpeed = 99999.0 1921 ProjectileObject = NONE 1922 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 1923 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS 1924 DelayBetweenShots = 0 1925 ClipSize = 1 1926 ClipReloadTime = 0 1927 AutoReloadsClip = No 1928 FireFX = WeaponFX_CINEConvoyNuke 1929 FireSound = CarBomberDie 1930 End 1931 1932 ;------------------------------------------------------------------------------ 1933 Weapon HijackVehicle 1934 PrimaryDamage = 0.0 1935 PrimaryDamageRadius = 0.0 1936 AttackRange = 5.0 ; must be very close to use this weapon! 1937 DamageType = KILL_PILOT 1938 DeathType = NORMAL 1939 WeaponSpeed = 99999.0 1940 FireFX = WeaponFX_GenericMachineGunFire 1941 FireSound = RebelWeapon 1942 ProjectileObject = NONE 1943 DelayBetweenShots = 0 1944 ClipSize = 0 1945 ClipReloadTime = 0 1946 AutoReloadsClip = No 1947 End 1948 1949 ;------------------------------------------------------------------------------ 1950 Weapon BlackLotusBuildingCaptureHack 1951 LeechRangeWeapon = Yes 1952 PrimaryDamage = 0.0 1953 PrimaryDamageRadius = 0.01 1954 AttackRange = 325 1955 DamageType = HACK 1956 DeathType = NORMAL 1957 WeaponSpeed = 600 ; dist/sec 1958 WeaponRecoil = 0 ; angle to deflect the model when firing 1959 ProjectileObject = DragonTankFlameProjectile 1960 FireFX = WeaponFX_DragonTankFlameWeapon 1961 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 1962 FireSound = DragonTankWeaponLoop 1963 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 1964 DelayBetweenShots = 40 ; time between shots, msec 1965 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 1966 ClipReloadTime = 40 ; how long to reload a Clip, msec 1967 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 1968 1969 End 1970 1971 ;------------------------------------------------------------------------------ 1972 Weapon BlackLotusVehicleDisableHack 1973 LeechRangeWeapon = Yes 1974 PrimaryDamage = 0.0 1975 PrimaryDamageRadius = 0.01 1976 AttackRange = 150.0 1977 DamageType = HACK 1978 DeathType = NORMAL 1979 WeaponSpeed = 600 ; dist/sec 1980 WeaponRecoil = 0 ; angle to deflect the model when firing 1981 ProjectileObject = DragonTankFlameProjectile 1982 FireFX = WeaponFX_DragonTankFlameWeapon 1983 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 1984 FireSound = DragonTankWeaponLoop 1985 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 1986 DelayBetweenShots = 40 ; time between shots, msec 1987 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 1988 ClipReloadTime = 40 ; how long to reload a Clip, msec 1989 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 1990 End 1991 1992 ;------------------------------------------------------------------------------ 1993 Weapon BlackLotusStealCashHack 1994 LeechRangeWeapon = Yes 1995 PrimaryDamage = 0.0 1996 PrimaryDamageRadius = 0.01 1997 AttackRange = 75.0 1998 DamageType = HACK 1999 DeathType = NORMAL 2000 WeaponSpeed = 600 ; dist/sec 2001 WeaponRecoil = 0 ; angle to deflect the model when firing 2002 ProjectileObject = DragonTankFlameProjectile 2003 FireFX = WeaponFX_DragonTankFlameWeapon 2004 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2005 FireSound = DragonTankWeaponLoop 2006 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2007 DelayBetweenShots = 40 ; time between shots, msec 2008 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2009 ClipReloadTime = 40 ; how long to reload a Clip, msec 2010 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2011 End 2012 2013 ;------------------------------------------------------------------------------ 2014 Weapon HackerDisableBuildingHack 2015 LeechRangeWeapon = Yes 2016 PrimaryDamage = 0.0 2017 PrimaryDamageRadius = 0.01 2018 AttackRange = 75.0 2019 DamageType = HACK 2020 DeathType = NORMAL 2021 WeaponSpeed = 600 ; dist/sec 2022 WeaponRecoil = 0 ; angle to deflect the model when firing 2023 ProjectileObject = DragonTankFlameProjectile 2024 FireFX = WeaponFX_DragonTankFlameWeapon 2025 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2026 FireSound = DragonTankWeaponLoop 2027 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2028 DelayBetweenShots = 40 ; time between shots, msec 2029 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2030 ClipReloadTime = 40 ; how long to reload a Clip, msec 2031 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2032 End 2033 2034 ;------------------------------------------------------------------------------ 2035 ;This weapon fires standard anti-tank missiles at range 2036 ;------------------------------------------------------------------------------ 2037 Weapon ChinaInfantryTankHunterMissileLauncher 2038 PrimaryDamage = 40.0 2039 PrimaryDamageRadius = 5.0 2040 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2041 AttackRange = 175.0 2042 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 2043 DamageType = INFANTRY_MISSILE ;ignored for projectile weapons 2044 DeathType = EXPLODED 2045 WeaponSpeed = 600 ; ignored for projectile weapons 2046 ProjectileObject = TankHunterMissile 2047 ProjectileExhaust = MissileExhaust 2048 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 2049 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2050 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 2051 DelayBetweenShots = 1000 ; time between shots, msec 2052 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2053 ClipReloadTime = 0 ; how long to reload a Clip, msec 2054 AutoReloadsClip = Yes 2055 FireSound = TankHunterWeapon 2056 FireFX = FX_BuggyMissileIgnition 2057 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 2058 2059 AntiAirborneVehicle = Yes 2060 AntiAirborneInfantry = Yes 2061 2062 ; note, these only apply to units that aren't the explicit target 2063 ; (ie, units that just happen to "get in the way"... projectiles 2064 ; always collide with the Designated Target, regardless of these flags 2065 ProjectileCollidesWith = STRUCTURES 2066 End 2067 2068 ;------------------------------------------------------------------------------ 2069 Weapon TNTDetonationWeapon ;Created by tankhunters 2070 PrimaryDamage = 500.0 2071 PrimaryDamageRadius = 10.0 2072 SecondaryDamage = 150.0 2073 SecondaryDamageRadius = 50.0 2074 AttackRange = 5.0 2075 DamageType = EXPLOSION 2076 DeathType = EXPLODED 2077 WeaponSpeed = 99999.0 2078 ProjectileObject = NONE 2079 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 2080 DelayBetweenShots = 0 ; time between shots, msec 2081 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2082 ClipReloadTime = 0 ; how long to reload a Clip, msec 2083 AutoReloadsClip = No 2084 End 2085 2086 ;------------------------------------------------------------------------------ 2087 Weapon BurtonC4ChargeWeapon 2088 LeechRangeWeapon = Yes 2089 PrimaryDamage = 2000.0 2090 PrimaryDamageRadius = 25.0 2091 SecondaryDamage = 150.0 2092 SecondaryDamageRadius = 75.0 2093 AttackRange = 5.0 2094 DamageType = EXPLOSION 2095 DeathType = EXPLODED 2096 WeaponSpeed = 99999.0 2097 ProjectileObject = NONE 2098 FireSound = WorkerVoiceSurrender 2099 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 2100 DelayBetweenShots = 0 ; time between shots, msec 2101 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2102 ClipReloadTime = 0 ; how long to reload a Clip, msec 2103 AutoReloadsClip = No 2104 End 2105 2106 ;------------------------------------------------------------------------------ 2107 Weapon RangerFlashBangGrenadeWeapon 2108 PrimaryDamage = 25.0 2109 PrimaryDamageRadius = 10.0 2110 SecondaryDamage = 10.0 2111 SecondaryDamageRadius = 40.0 2112 AttackRange = 175.0 2113 MinimumAttackRange = 20.0 2114 DamageType = SURRENDER 2115 DeathType = NORMAL 2116 WeaponSpeed = 120 2117 ProjectileObject = RangerFlashBangGrenade 2118 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2119 FireSound = RangerFlashBangWeapon 2120 ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 2121 DelayBetweenShots = 0 ; time between shots, msec 2122 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2123 ClipReloadTime = 2000 ; how long to reload a Clip, msec 2124 AutoReloadsClip = Yes 2125 ProjectileDetonationFX = WeaponFX_RangerFlashBangGrenadeDetonation 2126 ProjectileCollidesWith = STRUCTURES WALLS 2127 AllowAttackGarrisonedBldgs = Yes 2128 End 2129 2130 ;------------------------------------------------------------------------------ 2131 Weapon PTBoatGun 2132 PrimaryDamage = 30.0 2133 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2134 AttackRange = 120.0 2135 DamageType = SMALL_ARMS 2136 DeathType = NORMAL 2137 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2138 ProjectileObject = NONE 2139 FireFX = WeaponFX_TechnicalGunFire 2140 FireSound = TechnicalWeapon 2141 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2142 DelayBetweenShots = 500 ; time between shots, msec 2143 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2144 ClipReloadTime = 0 ; how long to reload a Clip, msec 2145 End 2146 2147 ;------------------------------------------------------------------------------ 2148 Weapon TechnicalMachineGunWeapon 2149 PrimaryDamage = 8.0 2150 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2151 AttackRange = 120.0 2152 DamageType = COMANCHE_VULCAN 2153 DeathType = NORMAL 2154 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2155 ProjectileObject = NONE 2156 FireFX = WeaponFX_TechnicalGunFire 2157 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2158 FireSound = TechnicalWeapon 2159 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2160 DelayBetweenShots = 200 ; time between shots, msec 2161 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2162 ClipReloadTime = 0 ; how long to reload a Clip, msec 2163 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2164 End 2165 2166 ;------------------------------------------------------------------------------ 2167 Weapon TechnicalRPGWeapon 2168 PrimaryDamage = 50.0 2169 PrimaryDamageRadius = 5.0 2170 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. 2171 AttackRange = 150.0 2172 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. 2173 DamageType = EXPLOSION ; ignored for projectile weapons 2174 DeathType = EXPLODED 2175 ProjectileObject = TechnicalRPGMissile 2176 ProjectileExhaust = InfantryStingerMissileExhaust 2177 VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust 2178 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2179 ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly 2180 DelayBetweenShots = 1000 ; time between shots, msec 2181 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2182 ClipReloadTime = 0 ; how long to reload a Clip, msec 2183 AutoReloadsClip = Yes 2184 FireSound = TunnelRocketWeapon 2185 FireFX = None 2186 ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation 2187 ProjectileCollidesWith = STRUCTURES 2188 AntiAirborneVehicle = No 2189 AntiAirborneInfantry = No 2190 End 2191 2192 ;------------------------------------------------------------------------------ 2193 Weapon QuadCannonGun 2194 PrimaryDamage = 10.0 2195 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2196 AttackRange = 150.0 2197 DamageType = SMALL_ARMS 2198 DeathType = NORMAL 2199 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2200 ProjectileObject = NONE 2201 FireFX = WeaponFX_QuadCannonGunFire 2202 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2203 FireSound = QuadCannonWeapon 2204 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2205 DelayBetweenShots = 100 ;500 ; time between shots, msec 2206 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2207 ClipReloadTime = 0 ; how long to reload a Clip, msec 2208 AntiAirborneVehicle = No 2209 AntiAirborneInfantry = No 2210 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2211 End 2212 2213 ;------------------------------------------------------------------------------ 2214 Weapon QuadCannonGunAir 2215 PrimaryDamage = 5.0 2216 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2217 AttackRange = 350.0 2218 DamageType = SMALL_ARMS 2219 DeathType = NORMAL 2220 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2221 ProjectileObject = NONE 2222 FireFX = WeaponFX_QuadCannonGunFire 2223 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2224 FireSound = QuadCannonWeapon 2225 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2226 DelayBetweenShots = 100 ;500 ; time between shots, msec 2227 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2228 ClipReloadTime = 0 ; how long to reload a Clip, msec 2229 AntiAirborneVehicle = Yes 2230 AntiAirborneInfantry = Yes 2231 AntiGround = No 2232 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2233 End 2234 2235 ;------------------------------------------------------------------------------ 2236 Weapon QuadCannonGunUpgradeOne 2237 PrimaryDamage = 8.0 2238 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2239 AttackRange = 150.0 2240 DamageType = SMALL_ARMS 2241 DeathType = NORMAL 2242 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2243 ProjectileObject = NONE 2244 FireFX = WeaponFX_QuadCannonGunFire 2245 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2246 FireSound = QuadCannonWeapon 2247 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2248 DelayBetweenShots = 50 ;250 ; time between shots, msec 2249 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2250 ClipReloadTime = 0 ; how long to reload a Clip, msec 2251 AntiAirborneVehicle = No 2252 AntiAirborneInfantry = No 2253 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2254 End 2255 2256 ;------------------------------------------------------------------------------ 2257 Weapon QuadCannonGunUpgradeOneAir 2258 PrimaryDamage = 5.0 2259 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2260 AttackRange = 350.0 2261 DamageType = SMALL_ARMS 2262 DeathType = NORMAL 2263 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2264 ProjectileObject = NONE 2265 FireFX = WeaponFX_QuadCannonGunFire 2266 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2267 FireSound = QuadCannonWeapon 2268 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2269 DelayBetweenShots = 50 ;250 ; time between shots, msec 2270 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2271 ClipReloadTime = 0 ; how long to reload a Clip, msec 2272 AntiAirborneVehicle = Yes 2273 AntiAirborneInfantry = Yes 2274 AntiGround = No 2275 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2276 End 2277 2278 ;------------------------------------------------------------------------------ 2279 Weapon QuadCannonGunUpgradeTwo 2280 PrimaryDamage = 8.0 2281 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2282 AttackRange = 150.0 2283 DamageType = SMALL_ARMS 2284 DeathType = NORMAL 2285 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2286 ProjectileObject = NONE 2287 FireFX = WeaponFX_QuadCannonGunFire 2288 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2289 FireSound = QuadCannonWeapon 2290 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2291 DelayBetweenShots = 25 ;125 ; time between shots, msec 2292 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2293 ClipReloadTime = 0 ; how long to reload a Clip, msec 2294 AntiAirborneVehicle = No 2295 AntiAirborneInfantry = No 2296 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2297 End 2298 2299 ;------------------------------------------------------------------------------ 2300 Weapon QuadCannonGunUpgradeTwoAir 2301 PrimaryDamage = 5.0 2302 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 2303 AttackRange = 350.0 2304 DamageType = SMALL_ARMS 2305 DeathType = NORMAL 2306 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 2307 ProjectileObject = NONE 2308 FireFX = WeaponFX_QuadCannonGunFire 2309 VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire 2310 FireSound = QuadCannonWeapon 2311 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2312 DelayBetweenShots = 25 ;125 ; time between shots, msec 2313 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2314 ClipReloadTime = 0 ; how long to reload a Clip, msec 2315 AntiAirborneVehicle = Yes 2316 AntiAirborneInfantry = Yes 2317 AntiGround = No 2318 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 2319 End 2320 2321 ;------------------------------------------------------------------------------ 2322 Weapon SuicideBomb 2323 PrimaryDamage = 300.0 2324 PrimaryDamageRadius = 10.0 2325 SecondaryDamage = 60.0 2326 SecondaryDamageRadius = 50.0 2327 LeechRangeWeapon = Yes ; so if it gets in range of a unit moving away from it, it still detonates. jba. 2328 AttackRange = 5.0 ; must be very close to use this weapon! 2329 DamageType = EXPLOSION 2330 DeathType = SUICIDED 2331 WeaponSpeed = 99999.0 2332 ProjectileObject = NONE 2333 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 2334 RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS 2335 DelayBetweenShots = 0 2336 ClipSize = 1 2337 ClipReloadTime = 0 2338 AutoReloadsClip = No 2339 FireFX = WeaponFX_SuicideDynamitePackDetonation 2340 FireSound = Explosion 2341 End 2342 2343 ;------------------------------------------------------------------------------ 2344 Weapon NuclearTankDeathWeapon 2345 PrimaryDamage = 10.0 ;25.0 2346 PrimaryDamageRadius = 25.0 2347 SecondaryDamage = 10.0 2348 SecondaryDamageRadius = 75.0 2349 AttackRange = 100.0 2350 DamageType = EXPLOSION 2351 DeathType = EXPLODED 2352 WeaponSpeed = 99999.0 2353 ProjectileObject = NONE 2354 FireFX = WeaponFX_NapalmMissileDetonation 2355 FireOCL = OCL_RadiationFieldSmall 2356 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2357 DelayBetweenShots = 0 ; time between shots, msec 2358 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2359 ClipReloadTime = 0 ; how long to reload a Clip, msec 2360 AutoReloadsClip = No 2361 AntiGround = Yes 2362 DamageDealtAtSelfPosition = Yes 2363 End 2364 2365 ;------------------------------------------------------------------------------ 2366 Weapon ChinaPowerPlantDeathWeapon 2367 PrimaryDamage = 400.0 2368 PrimaryDamageRadius = 50.0 2369 SecondaryDamage = 50.0 2370 SecondaryDamageRadius = 100.0 2371 AttackRange = 100.0 2372 DamageType = EXPLOSION 2373 DeathType = EXPLODED 2374 WeaponSpeed = 99999.0 2375 FireFX = FX_ChinaPowerPlantDeath 2376 FireOCL = OCL_RadiationFieldMedium 2377 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2378 DelayBetweenShots = 0 ; time between shots, msec 2379 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2380 ClipReloadTime = 0 ; how long to reload a Clip, msec 2381 AutoReloadsClip = No 2382 End 2383 2384 ;------------------------------------------------------------------------------ 2385 Weapon TomahawkMissileWeapon 2386 PrimaryDamage = 150.0 2387 PrimaryDamageRadius = 10.0 2388 SecondaryDamage = 50.0 2389 SecondaryDamageRadius = 25.0 2390 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2391 AttackRange = 350.0 2392 PreAttackDelay = 250 2393 PreAttackType = PER_SHOT ; Do the delay every single shot 2394 MinimumAttackRange = 100.0 2395 DamageType = EXPLOSION 2396 DeathType = EXPLODED 2397 FireFX = FX_TomahawkIgnition 2398 ProjectileObject = TomahawkMissile 2399 ProjectileExhaust = TomahawkMissileExhaust 2400 VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust 2401 ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation 2402 ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation 2403 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 2404 FireSound = TomahawkWeapon 2405 DelayBetweenShots = 1 2406 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2407 ClipReloadTime = 7000 ; how long to reload a Clip, msec 2408 ; Uses a clip of one to get the Reloading modelcondition 2409 CapableOfFollowingWaypoints = Yes 2410 2411 ; note, these only apply to units that aren't the explicit target 2412 ; (ie, units that just happen to "get in the way"... projectiles 2413 ; always collide with the Designated Target, regardless of these flags 2414 ProjectileCollidesWith = STRUCTURES 2415 End 2416 2417 ;------------------------------------------------------------------------------ 2418 Weapon AmbulanceCleanHazardWeapon 2419 PrimaryDamage = 100.0 2420 PrimaryDamageRadius = 50.0 2421 AttackRange = 100.0 2422 2423 ;This breaks (deadlocks) the AI when ambulance is on top of a "toxic point" to attack. 2424 ;MinimumAttackRange = 10.0 2425 2426 DamageType = HAZARD_CLEANUP 2427 DeathType = NORMAL 2428 WeaponSpeed = 600 ; dist/sec 2429 WeaponRecoil = 0 ; angle to deflect the model when firing 2430 ProjectileObject = CleanupStreamProjectile 2431 FireFX = WeaponFX_CleanupFireWeapon 2432 ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation 2433 FireSound = ToxinTractorWeaponLoop 2434 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2435 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2436 DelayBetweenShots = 40 ; time between shots, msec 2437 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2438 ClipReloadTime = 40 ; how long to reload a Clip, msec 2439 ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2440 2441 ; note, these only apply to units that aren't the explicit target 2442 ; (ie, units that just happen to "get in the way"... projectiles 2443 ; always collide with the Designated Target, regardless of these flags 2444 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2445 End 2446 2447 ;------------------------------------------------------------------------------ 2448 Weapon BioHazardTechCleanHazardWeapon 2449 PrimaryDamage = 4.0 2450 PrimaryDamageRadius = 25.0 2451 AttackRange = 100.0 2452 MinimumAttackRange = 10.0 2453 DamageType = HAZARD_CLEANUP 2454 DeathType = NORMAL 2455 WeaponSpeed = 600 ; dist/sec 2456 WeaponRecoil = 0 ; angle to deflect the model when firing 2457 ProjectileObject = BioHazardCleanupStreamProjectile 2458 FireFX = WeaponFX_CleanupFireWeapon 2459 ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation 2460 FireSound = ToxinTractorWeaponLoop 2461 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2462 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2463 DelayBetweenShots = 40 ; time between shots, msec 2464 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2465 ClipReloadTime = 40 ; how long to reload a Clip, msec 2466 ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2467 2468 ; note, these only apply to units that aren't the explicit target 2469 ; (ie, units that just happen to "get in the way"... projectiles 2470 ; always collide with the Designated Target, regardless of these flags 2471 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2472 End 2473 2474 ;------------------------------------------------------------------------------ 2475 Weapon DragonTankFlameWeapon 2476 PrimaryDamage = 10.0 2477 PrimaryDamageRadius = 5.0 2478 SecondaryDamage = 1.0 2479 SecondaryDamageRadius = 10.0 2480 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2481 AttackRange = 75.0 2482 MinimumAttackRange = 0; 10.0 2483 DamageType = FLAME 2484 DeathType = BURNED 2485 WeaponSpeed = 600 ; dist/sec 2486 WeaponRecoil = 0 ; angle to deflect the model when firing 2487 ProjectileObject = DragonTankFlameProjectile 2488 FireFX = WeaponFX_DragonTankFlameWeapon 2489 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2490 FireSound = DragonTankWeaponLoop 2491 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2492 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2493 DelayBetweenShots = 40 ; time between shots, msec 2494 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2495 ClipReloadTime = 40 ; how long to reload a Clip, msec 2496 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2497 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2498 AllowAttackGarrisonedBldgs = Yes 2499 End 2500 2501 ;------------------------------------------------------------------------------ 2502 Weapon DragonTankFireWallWeapon 2503 PrimaryDamage = 10.0 2504 PrimaryDamageRadius = 5.0 2505 SecondaryDamage = 1.0 2506 SecondaryDamageRadius = 10.0 2507 AttackRange = 25.0 ; About the range from unit to start of fire. 2508 DamageType = FLAME 2509 DeathType = BURNED 2510 WeaponSpeed = 600 ; dist/sec 2511 WeaponRecoil = 0 ; angle to deflect the model when firing 2512 ProjectileObject = DragonTankFlameProjectile 2513 FireFX = WeaponFX_DragonTankFlameWeapon 2514 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation 2515 ProjectileDetonationOCL = OCL_FireWallSegment 2516 FireSound = DragonTankWeaponLoop 2517 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2518 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2519 DelayBetweenShots = 40 ; time between shots, msec 2520 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2521 ClipReloadTime = 0 ; how long to reload a Clip, msec 2522 ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2523 2524 ; note, these only apply to units that aren't the explicit target 2525 ; (ie, units that just happen to "get in the way"... projectiles 2526 ; always collide with the Designated Target, regardless of these flags 2527 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2528 End 2529 2530 ;------------------------------------------------------------------------------ 2531 Weapon DragonTankFlameWeaponUpgraded 2532 PrimaryDamage = 12.5 2533 PrimaryDamageRadius = 5.0 2534 SecondaryDamage = 1.25 2535 SecondaryDamageRadius = 10.0 2536 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2537 AttackRange = 75.0 2538 MinimumAttackRange = 10.0 2539 DamageType = FLAME 2540 DeathType = BURNED 2541 WeaponSpeed = 600 ; dist/sec 2542 WeaponRecoil = 0 ; angle to deflect the model when firing 2543 ProjectileObject = DragonTankFlameProjectileUpgraded 2544 FireFX = WeaponFX_DragonTankFlameWeaponUpgraded 2545 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded 2546 FireSound = DragonTankWeaponLoop 2547 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2548 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2549 DelayBetweenShots = 40 ; time between shots, msec 2550 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2551 ClipReloadTime = 0 ; how long to reload a Clip, msec 2552 ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air 2553 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2554 AllowAttackGarrisonedBldgs = Yes 2555 End 2556 2557 ;------------------------------------------------------------------------------ 2558 Weapon DragonTankFireWallWeaponUpgraded 2559 PrimaryDamage = 12.5 2560 PrimaryDamageRadius = 5.0 2561 SecondaryDamage = 1.25 2562 SecondaryDamageRadius = 10.0 2563 AttackRange = 25.0 ; About the range from unit to start of fire. 2564 DamageType = FLAME 2565 DeathType = BURNED 2566 WeaponSpeed = 600 ; dist/sec 2567 WeaponRecoil = 0 ; angle to deflect the model when firing 2568 ProjectileObject = DragonTankFlameProjectileUpgraded 2569 FireFX = WeaponFX_DragonTankFlameWeaponUpgraded 2570 ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded 2571 ProjectileDetonationOCL = OCL_FireWallSegmentUpgraded 2572 FireSound = DragonTankWeaponLoop 2573 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2574 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2575 DelayBetweenShots = 40 ; time between shots, msec 2576 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2577 ClipReloadTime = 40 ; how long to reload a Clip, msec 2578 ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air 2579 2580 ; note, these only apply to units that aren't the explicit target 2581 ; (ie, units that just happen to "get in the way"... projectiles 2582 ; always collide with the Designated Target, regardless of these flags 2583 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2584 End 2585 2586 ;------------------------------------------------------------------------------ 2587 Weapon ToxinTruckGun 2588 PrimaryDamage = 10.0 2589 PrimaryDamageRadius = 10.0 2590 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2591 AttackRange = 100.0 2592 MinimumAttackRange = 0 ;20.0 2593 DamageType = POISON 2594 DeathType = POISONED 2595 WeaponSpeed = 600 ; dist/sec 2596 WeaponRecoil = 0 ; angle to deflect the model when firing 2597 ProjectileObject = ToxinTruckStreamProjectile 2598 FireFX = WeaponFX_ToxinTruckFlameWeapon 2599 ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation 2600 FireSound = ToxinTractorWeaponLoop 2601 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2602 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2603 DelayBetweenShots = 40 ; time between shots, msec 2604 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2605 ClipReloadTime = 40 ; how long to reload a Clip, msec 2606 ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air 2607 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2608 AllowAttackGarrisonedBldgs = Yes 2609 End 2610 2611 ;------------------------------------------------------------------------------ 2612 Weapon ToxinTruckGunUpgraded 2613 PrimaryDamage = 12.5 2614 PrimaryDamageRadius = 10.0 2615 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 2616 AttackRange = 100.0 2617 MinimumAttackRange = 10.0 2618 DamageType = POISON 2619 DeathType = POISONED_BETA 2620 WeaponSpeed = 600 ; dist/sec 2621 WeaponRecoil = 0 ; angle to deflect the model when firing 2622 ProjectileObject = ToxinTruckStreamProjectileUpgraded 2623 FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded 2624 ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded 2625 FireSound = ToxinTractorWeaponLoop 2626 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2627 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2628 DelayBetweenShots = 40 ; time between shots, msec 2629 ClipSize = 30 ; how many shots in a Clip (0 == infinite) 2630 ClipReloadTime = 40 ; how long to reload a Clip, msec 2631 ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air 2632 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2633 AllowAttackGarrisonedBldgs = Yes 2634 End 2635 2636 ;------------------------------------------------------------------------------ 2637 Weapon ToxinTruckSprayer 2638 PrimaryDamage = 0 2639 PrimaryDamageRadius = 0.0 2640 SecondaryDamage = 2.0 2641 SecondaryDamageRadius = 75.0 2642 AttackRange = 15.0 2643 DamageType = POISON 2644 DeathType = POISONED 2645 WeaponSpeed = 600 ; dist/sec 2646 WeaponRecoil = 0 ; angle to deflect the model when firing 2647 ProjectileObject = ToxinTruckSprayProjectile 2648 FireFX = WeaponFX_ToxinTruckSprayNozzle 2649 ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround 2650 FireSound = ToxinTractorContaminate 2651 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2652 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2653 DelayBetweenShots = 200 ; time between shots, msec 2654 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2655 ClipReloadTime = 0 ; how long to reload a Clip, msec 2656 ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) 2657 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2658 AcceptableAimDelta = 180 2659 End 2660 2661 ;------------------------------------------------------------------------------ 2662 Weapon ToxinTruckSprayerUpgraded 2663 PrimaryDamage = 0 2664 PrimaryDamageRadius = 0.0 2665 SecondaryDamage = 2.5 2666 SecondaryDamageRadius = 75.0 2667 AttackRange = 15.0 2668 DamageType = POISON 2669 DeathType = POISONED_BETA 2670 WeaponSpeed = 600 ; dist/sec 2671 WeaponRecoil = 0 ; angle to deflect the model when firing 2672 ProjectileObject = ToxinTruckSprayProjectile 2673 FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded 2674 ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded 2675 FireSound = ToxinTractorContaminate 2676 FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots 2677 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2678 DelayBetweenShots = 200 ; time between shots, msec 2679 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 2680 ClipReloadTime = 0 ; how long to reload a Clip, msec 2681 ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) 2682 ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY 2683 AcceptableAimDelta = 180 2684 End 2685 2686 ;------------------------------------------------------------------------------ 2687 Weapon FireWallSegmentWeapon 2688 PrimaryDamage = 4.0 2689 PrimaryDamageRadius = 10.0 2690 AttackRange = 15.0 2691 DamageType = FLAME 2692 DeathType = BURNED 2693 WeaponSpeed = 600 ; dist/sec 2694 2695 ; FireFx left commented out to illustrate particle presence is on object 2696 ;FireFX = WeaponFX_SmallFireFieldWeapon 2697 2698 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2699 DelayBetweenShots = 250 ; time between shots, msec 2700 End 2701 2702 ;------------------------------------------------------------------------------ 2703 Weapon FireWallSegmentUpgradedWeapon 2704 PrimaryDamage = 5.0 2705 PrimaryDamageRadius = 10.0 2706 AttackRange = 15.0 2707 DamageType = FLAME 2708 DeathType = BURNED 2709 WeaponSpeed = 600 ; dist/sec 2710 2711 ; FireFx left commented out to illustrate particle presence is on object 2712 ;FireFX = WeaponFX_SmallFireFieldWeapon 2713 2714 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2715 DelayBetweenShots = 250 ; time between shots, msec 2716 End 2717 2718 ;------------------------------------------------------------------------------ 2719 Weapon ParticleUplinkCannonBeamTrailRemnantWeapon 2720 PrimaryDamage = 15.0 ;30.0 2721 PrimaryDamageRadius = 10.0 2722 DamageType = PARTICLE_BEAM 2723 DeathType = BURNED 2724 WeaponSpeed = 250 ; dist/sec 2725 2726 ; FireFx left commented out to illustrate particle presence is on object 2727 ;FireFX = WeaponFX_SmallFireFieldWeapon 2728 2729 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2730 DelayBetweenShots = 250 ; time between shots, msec 2731 End 2732 2733 ;------------------------------------------------------------------------------ 2734 Weapon DirtyNukeCreationWeapon ; Nukes are complicated, so we need to spawn an object, not just do damage 2735 FireOCL = OCL_DirtyNuke 2736 End 2737 2738 ;------------------------------------------------------------------------------ 2739 Weapon SmallFireFieldWeapon 2740 PrimaryDamage = 5.0 ;will do this 10 times in 2.5 seconds - DB 2741 PrimaryDamageRadius = 30.0 2742 AttackRange = 15.0 2743 MinimumAttackRange = 10.0 2744 DamageType = FLAME 2745 DeathType = BURNED 2746 WeaponSpeed = 600 ; dist/sec 2747 2748 ;Commented out to show effect was moved to object itself. Note that if the damage radius 2749 ;changed then the art must be changed now too becuase of this. 2750 ;FireFX = WeaponFX_SmallFireFieldWeapon ; This FxList is marked UseCallersRadius, 2751 ; so the damage range can be tweaked and it will change the effect's radius too 2752 2753 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2754 DelayBetweenShots = 250 ; time between shots, msec 2755 End 2756 2757 ;------------------------------------------------------------------------------ 2758 Weapon SmallFireFieldWeaponUpgraded 2759 PrimaryDamage = 7.5 2760 PrimaryDamageRadius = 30.0 2761 AttackRange = 15.0 2762 MinimumAttackRange = 10.0 2763 DamageType = FLAME 2764 DeathType = BURNED 2765 WeaponSpeed = 600 ; dist/sec 2766 2767 ;Commented out to show effect was moved to object itself. Note that if the damage radius 2768 ;changed then the art must be changed now too becuase of this. 2769 ;FireFX = WeaponFX_SmallFireFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2770 ; so the damage range can be tweaked and it will change the effect's radius too 2771 2772 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2773 DelayBetweenShots = 250 ; time between shots, msec 2774 End 2775 2776 ;------------------------------------------------------------------------------ 2777 ;This weapon is used at the core of every damage field to kill other fields to prevent stacking 2778 Weapon HazardFieldCoreWeapon 2779 PrimaryDamage = 200.0 2780 PrimaryDamageRadius = 10.0 2781 AttackRange = 15.0 2782 DamageType = HAZARD_CLEANUP 2783 2784 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2785 2786 ; This clip pattern insures that the new field kills the old fields 2787 DelayBetweenShots = 5 2788 ClipSize = 1 2789 ClipReloadTime = 100000 2790 End 2791 2792 ;------------------------------------------------------------------------------ 2793 Weapon LargePoisonFieldWeapon 2794 PrimaryDamage = 15.0 2795 PrimaryDamageRadius = 140.0 2796 AttackRange = 15.0 2797 MinimumAttackRange = 10.0 2798 DamageType = POISON 2799 DeathType = POISONED 2800 WeaponSpeed = 600 ; dist/sec 2801 2802 FireFX = WeaponFX_LargePoisonFieldWeapon ; This FxList is marked UseCallersRadius, 2803 ; so the damage range can be tweaked and it will change the effect's radius too 2804 2805 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2806 DelayBetweenShots = 500 ; time between shots, msec 2807 End 2808 2809 ;------------------------------------------------------------------------------ 2810 Weapon MediumPoisonFieldWeapon 2811 PrimaryDamage = 2.0 2812 PrimaryDamageRadius = 80.0 2813 AttackRange = 15.0 2814 MinimumAttackRange = 10.0 2815 DamageType = POISON 2816 DeathType = POISONED 2817 WeaponSpeed = 600 ; dist/sec 2818 2819 FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FxList is marked UseCallersRadius, 2820 ; so the damage range can be tweaked and it will change the effect's radius too 2821 2822 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2823 DelayBetweenShots = 500 ; time between shots, msec 2824 End 2825 2826 ;------------------------------------------------------------------------------ 2827 Weapon SmallPoisonFieldWeapon 2828 PrimaryDamage = 2.0 2829 PrimaryDamageRadius = 12.0 ;7.5 2830 AttackRange = 15.0 2831 MinimumAttackRange = 10.0 2832 DamageType = POISON 2833 DeathType = POISONED 2834 WeaponSpeed = 600 ; dist/sec 2835 2836 FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FxList is marked UseCallersRadius, 2837 ; so the damage range can be tweaked and it will change the effect's radius too 2838 2839 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2840 DelayBetweenShots = 500 ; time between shots, msec 2841 End 2842 2843 ;------------------------------------------------------------------------------ 2844 Weapon AnthraxBombPoisonFieldWeapon 2845 PrimaryDamage = 40.0 2846 PrimaryDamageRadius = 300.0 2847 AttackRange = 15.0 2848 MinimumAttackRange = 10.0 2849 DamageType = POISON 2850 DeathType = POISONED_BETA 2851 WeaponSpeed = 600 ; dist/sec 2852 2853 FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2854 ; so the damage range can be tweaked and it will change the effect's radius too 2855 2856 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2857 DelayBetweenShots = 500 ; time between shots, msec 2858 End 2859 2860 ;------------------------------------------------------------------------------ 2861 Weapon LargePoisonFieldWeaponUpgraded 2862 PrimaryDamage = 25.0 2863 PrimaryDamageRadius = 140.0 2864 AttackRange = 15.0 2865 MinimumAttackRange = 10.0 2866 DamageType = POISON 2867 DeathType = POISONED_BETA 2868 WeaponSpeed = 600 ; dist/sec 2869 2870 FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2871 ; so the damage range can be tweaked and it will change the effect's radius too 2872 2873 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2874 DelayBetweenShots = 500 ; time between shots, msec 2875 End 2876 2877 ;------------------------------------------------------------------------------ 2878 Weapon MediumPoisonFieldWeaponUpgraded 2879 PrimaryDamage = 2.5 2880 PrimaryDamageRadius = 80.0 2881 AttackRange = 15.0 2882 MinimumAttackRange = 10.0 2883 DamageType = POISON 2884 DeathType = POISONED_BETA 2885 WeaponSpeed = 600 ; dist/sec 2886 2887 FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2888 ; so the damage range can be tweaked and it will change the effect's radius too 2889 2890 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2891 DelayBetweenShots = 500 ; time between shots, msec 2892 End 2893 2894 ;------------------------------------------------------------------------------ 2895 Weapon SmallPoisonFieldWeaponUpgraded 2896 PrimaryDamage = 2.5 2897 PrimaryDamageRadius = 7.5 2898 AttackRange = 15.0 2899 MinimumAttackRange = 10.0 2900 DamageType = POISON 2901 DeathType = POISONED_BETA 2902 WeaponSpeed = 600 ; dist/sec 2903 2904 FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, 2905 ; so the damage range can be tweaked and it will change the effect's radius too 2906 2907 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2908 DelayBetweenShots = 500 ; time between shots, msec 2909 End 2910 2911 ;------------------------------------------------------------------------------ 2912 Weapon LargeRadiationFieldWeapon 2913 PrimaryDamage = 25.0 2914 PrimaryDamageRadius = 200.0 2915 AttackRange = 15.0 2916 MinimumAttackRange = 10.0 2917 DamageType = RADIATION 2918 DeathType = NORMAL 2919 WeaponSpeed = 600 ; dist/sec 2920 2921 FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, 2922 ; so the damage range can be tweaked and it will change the effect's radius too 2923 2924 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2925 DelayBetweenShots = 750 ; time between shots, msec 2926 End 2927 2928 ;------------------------------------------------------------------------------ 2929 Weapon MediumRadiationFieldWeapon 2930 PrimaryDamage = 15.0 2931 PrimaryDamageRadius = 50.0 2932 AttackRange = 15.0 2933 MinimumAttackRange = 10.0 2934 DamageType = RADIATION 2935 DeathType = NORMAL 2936 WeaponSpeed = 600 ; dist/sec 2937 2938 FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FxList is marked UseCallersRadius, 2939 ; so the damage range can be tweaked and it will change the effect's radius too 2940 2941 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2942 DelayBetweenShots = 750 ; time between shots, msec 2943 End 2944 2945 ;------------------------------------------------------------------------------ 2946 Weapon SmallRadiationFieldWeapon 2947 PrimaryDamage = 5.0 2948 PrimaryDamageRadius = 25.0 2949 AttackRange = 15.0 2950 MinimumAttackRange = 10.0 2951 DamageType = RADIATION 2952 DeathType = NORMAL 2953 WeaponSpeed = 600 ; dist/sec 2954 2955 FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius, 2956 ; so the damage range can be tweaked and it will change the effect's radius too 2957 2958 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2959 DelayBetweenShots = 750 ; time between shots, msec 2960 End 2961 2962 ;------------------------------------------------------------------------------ 2963 Weapon NukeRadiationFieldWeapon 2964 PrimaryDamage = 25.0 2965 PrimaryDamageRadius = 200.0 2966 AttackRange = 15.0 2967 MinimumAttackRange = 10.0 2968 DamageType = RADIATION 2969 DeathType = NORMAL 2970 WeaponSpeed = 600 ; dist/sec 2971 2972 FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, 2973 ; so the damage range can be tweaked and it will change the effect's radius too 2974 2975 SuspendFXDelay = 10000;milliseconds 2976 2977 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 2978 DelayBetweenShots = 750 ; time between shots, msec 2979 End 2980 2981 ;------------------------------------------------------------------------------ 2982 Weapon TreeFireDealDamageWeapon 2983 PrimaryDamage = 5.0 2984 PrimaryDamageRadius = 2.0 2985 AttackRange = 100.0 2986 DamageType = FLAME 2987 DeathType = BURNED 2988 WeaponSpeed = 99999.0 2989 ProjectileObject = NONE 2990 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 2991 DelayBetweenShots = 0 ; time between shots, msec 2992 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 2993 ClipReloadTime = 0 ; how long to reload a Clip, msec 2994 AutoReloadsClip = No 2995 End 2996 2997 ;------------------------------------------------------------------------------ 2998 Weapon BurningEmberWeapon 2999 PrimaryDamage = 2.0 3000 PrimaryDamageRadius = 2.0 3001 AttackRange = 100.0 3002 DamageType = FLAME 3003 DeathType = BURNED 3004 WeaponSpeed = 99999.0 3005 ProjectileObject = NONE 3006 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3007 DelayBetweenShots = 0 ; time between shots, msec 3008 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3009 ClipReloadTime = 0 ; how long to reload a Clip, msec 3010 AutoReloadsClip = No 3011 End 3012 3013 ;------------------------------------------------------------------------------ 3014 ; firing this weapon just creates a Firestorm object. 3015 Weapon FirestormSmallCreationWeapon 3016 DamageType = FLAME 3017 DeathType = BURNED 3018 FireOCL = OCL_FirestormSmall 3019 End 3020 3021 ;------------------------------------------------------------------------------ 3022 ; firing this weapon just creates a Firestorm object. 3023 Weapon BlackNapalmFirestormSmallCreationWeapon 3024 DamageType = FLAME 3025 DeathType = BURNED 3026 FireOCL = OCL_BlackNapalmFirestormSmall 3027 End 3028 3029 ;------------------------------------------------------------------------------ 3030 Weapon TroopCrawlerAssault 3031 PrimaryDamage = 0.00001 3032 PrimaryDamageRadius = 0.0 3033 AttackRange = 175.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks! 3034 DamageType = DEPLOY 3035 DeathType = NORMAL 3036 WeaponSpeed = 0 ; dist/sec 3037 ProjectileObject = NONE 3038 FireFX = None 3039 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3040 DelayBetweenShots = 1000 ; time between shots, msec 3041 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3042 ClipReloadTime = 0 ; how long to reload a Clip, msec 3043 AcceptableAimDelta = 180 3044 End 3045 3046 ;------------------------------------------------------------------------------ 3047 Weapon InfernoCannonGun 3048 PrimaryDamage = 30.0 3049 PrimaryDamageRadius = 15.0 3050 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3051 AttackRange = 300 3052 MinimumAttackRange = 50.0 3053 MinTargetPitch = -90 3054 MaxTargetPitch = 79 3055 DamageType = EXPLOSION 3056 DeathType = EXPLODED 3057 WeaponSpeed = 250 ; dist/sec 3058 MinWeaponSpeed = 75 3059 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range 3060 ProjectileObject = InfernoTankShell 3061 FireFX = WeaponFX_GenericTankGunNoTracer 3062 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 3063 FireSound = InfernoCannonWeapon 3064 ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation 3065 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR 3066 DelayBetweenShots = 4000 ; time between shots, msec 3067 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3068 ClipReloadTime = 0 ; how long to reload a Clip, msec 3069 3070 HistoricBonusTime = 3000 3071 HistoricBonusCount = 6 3072 HistoricBonusRadius = 20 3073 HistoricBonusWeapon = FirestormSmallCreationWeapon 3074 End 3075 3076 ;------------------------------------------------------------------------------ 3077 Weapon InfernoCannonGunUpgraded 3078 PrimaryDamage = 30.0 3079 PrimaryDamageRadius = 15.0 3080 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3081 AttackRange = 300 3082 MinimumAttackRange = 50.0 3083 MinTargetPitch = -90 3084 MaxTargetPitch = 79 3085 DamageType = EXPLOSION 3086 DeathType = EXPLODED 3087 WeaponSpeed = 250 ; dist/sec 3088 MinWeaponSpeed = 75 3089 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range 3090 ProjectileObject = InfernoTankShellUpgraded 3091 FireFX = WeaponFX_GenericTankGunNoTracer 3092 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 3093 FireSound = InfernoCannonWeapon 3094 ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation 3095 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR 3096 DelayBetweenShots = 4000 ; time between shots, msec 3097 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3098 ClipReloadTime = 0 ; how long to reload a Clip, msec 3099 3100 HistoricBonusTime = 3000 3101 HistoricBonusCount = 6 3102 HistoricBonusRadius = 20 3103 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon 3104 End 3105 3106 ;------------------------------------------------------------------------------ 3107 Weapon SmallFireFieldCreationWeapon 3108 FireOCL = OCL_FireFieldSmall 3109 PrimaryDamage = 0.0 3110 PrimaryDamageRadius = 1.0 3111 End 3112 3113 ;------------------------------------------------------------------------------ 3114 Weapon SmallFireFieldUpgradedCreationWeapon 3115 FireOCL = OCL_FireFieldUpgradedSmall 3116 PrimaryDamage = 0.0 3117 PrimaryDamageRadius = 1.0 3118 End 3119 3120 ;------------------------------------------------------------------------------ 3121 Weapon NukeCannonGun 3122 PrimaryDamage = 400.0 3123 PrimaryDamageRadius = 50.0 3124 SecondaryDamage = 20.0 3125 SecondaryDamageRadius = 60.0 3126 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3127 AttackRange = 350.0 3128 MinimumAttackRange = 200.0 3129 DamageType = EXPLOSION 3130 DeathType = EXPLODED 3131 WeaponSpeed = 200 ; dist/sec 3132 ProjectileObject = NukeCannonShell 3133 FireFX = WeaponFX_NukeCannonMuzzleFlash 3134 FireSound = NukeCannonWeapon 3135 VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash 3136 ProjectileDetonationFX = WeaponFX_NukeCannon 3137 ProjectileDetonationOCL = OCL_RadiationFieldMedium 3138 RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3139 DelayBetweenShots = 10000 ; time between shots, msec 3140 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3141 ClipReloadTime = 0 ; how long to reload a Clip, msec 3142 End 3143 3144 ;------------------------------------------------------------------------------ 3145 ;*********************** Cinematic Only Unit ********************************** 3146 Weapon CINE_NukeCannonGun 3147 PrimaryDamage = 1 3148 PrimaryDamageRadius = 1 3149 SecondaryDamage = 1 3150 SecondaryDamageRadius = 1 3151 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3152 AttackRange = 2000.0 3153 MinimumAttackRange = 200.0 3154 DamageType = EXPLOSION 3155 DeathType = EXPLODED 3156 WeaponSpeed = 2000 ; dist/sec 3157 FireFX = WeaponFX_NukeCannonMuzzleFlash 3158 FireSound = NukeCannonWeapon 3159 VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash 3160 RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3161 DelayBetweenShots = 10000 ; time between shots, msec 3162 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3163 ClipReloadTime = 0 ; how long to reload a Clip, msec 3164 End 3165 3166 ;------------------------------------------------------------------------------ 3167 Weapon SCUDLauncherGunExplosive 3168 PrimaryDamage = 300.0 3169 PrimaryDamageRadius = 50.0 3170 SecondaryDamage = 50.0 3171 SecondaryDamageRadius = 100.0 3172 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3173 AttackRange = 350.0 3174 MinimumAttackRange = 200.0 3175 PreAttackDelay = 500 3176 PreAttackType = PER_SHOT ; Do the delay every single shot 3177 DamageType = EXPLOSION 3178 DeathType = EXPLODED 3179 FireFX = FX_ScudLauncherIgnition 3180 ProjectileObject = SCUDMissile 3181 ProjectileExhaust = ScudMissileExhaust 3182 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 3183 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive 3184 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3185 FireSound = ScudLauncherWeapon 3186 DelayBetweenShots = 1 3187 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3188 ClipReloadTime = 10000 ; how long to reload a Clip, msec 3189 ; Uses a clip of one to get the Reloading modelcondition 3190 3191 ; note, these only apply to units that aren't the explicit target 3192 ; (ie, units that just happen to "get in the way"... projectiles 3193 ; always collide with the Designated Target, regardless of these flags 3194 ProjectileCollidesWith = STRUCTURES 3195 3196 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher 3197 End 3198 3199 ;----------------------------------------------------------------------------------- 3200 Weapon CINE_SCUDLauncherGunExplosive 3201 PrimaryDamage = 300.0 3202 PrimaryDamageRadius = 50.0 3203 SecondaryDamage = 50.0 3204 SecondaryDamageRadius = 100.0 3205 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3206 AttackRange = 350.0 3207 MinimumAttackRange = 200.0 3208 PreAttackDelay = 500 3209 PreAttackType = PER_SHOT ; Do the delay every single shot 3210 DamageType = EXPLOSION 3211 DeathType = EXPLODED 3212 FireFX = FX_ScudLauncherIgnition 3213 ProjectileObject = CINE_SCUDMissile 3214 ProjectileExhaust = ScudMissileExhaust 3215 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 3216 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive 3217 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3218 FireSound = ScudLauncherWeapon 3219 DelayBetweenShots = 1 3220 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3221 ClipReloadTime = 10000 ; how long to reload a Clip, msec 3222 ; Uses a clip of one to get the Reloading modelcondition 3223 3224 ; note, these only apply to units that aren't the explicit target 3225 ; (ie, units that just happen to "get in the way"... projectiles 3226 ; always collide with the Designated Target, regardless of these flags 3227 ProjectileCollidesWith = STRUCTURES 3228 3229 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher 3230 End 3231 3232 ;------------------------------------------------------------------------------ 3233 Weapon SCUDLauncherGunToxin 3234 PrimaryDamage = 200.0 3235 PrimaryDamageRadius = 30.0 3236 SecondaryDamage = 25.0 3237 SecondaryDamageRadius = 60.0 3238 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3239 AttackRange = 350.0 3240 MinimumAttackRange = 200.0 3241 PreAttackDelay = 500 3242 PreAttackType = PER_SHOT ; Do the delay every single shot 3243 DamageType = EXPLOSION 3244 DeathType = EXPLODED 3245 FireFX = FX_ScudLauncherIgnition 3246 ProjectileObject = SCUDMissile 3247 ProjectileExhaust = ScudMissileExhaust 3248 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 3249 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin 3250 ProjectileDetonationOCL = OCL_PoisonFieldMedium 3251 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3252 FireSound = ScudLauncherWeapon 3253 DelayBetweenShots = 1 3254 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3255 ClipReloadTime = 10000 ; how long to reload a Clip, msec 3256 ; Uses a clip of one to get the Reloading modelcondition 3257 3258 ; note, these only apply to units that aren't the explicit target 3259 ; (ie, units that just happen to "get in the way"... projectiles 3260 ; always collide with the Designated Target, regardless of these flags 3261 ProjectileCollidesWith = STRUCTURES 3262 3263 ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles 3264 End 3265 3266 ;------------------------------------------------------------------------------ 3267 Weapon SCUDLauncherGunAnthrax 3268 PrimaryDamage = 200.0 3269 PrimaryDamageRadius = 30.0 3270 SecondaryDamage = 25.0 3271 SecondaryDamageRadius = 60.0 3272 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3273 AttackRange = 350.0 3274 MinimumAttackRange = 200.0 3275 PreAttackDelay = 500 3276 PreAttackType = PER_SHOT ; Do the delay every single shot 3277 DamageType = EXPLOSION 3278 DeathType = EXPLODED 3279 FireFX = FX_ScudLauncherIgnition 3280 ProjectileObject = SCUDMissile 3281 ProjectileExhaust = ScudMissileExhaust 3282 VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust 3283 ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax 3284 ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium 3285 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3286 FireSound = ScudLauncherWeapon 3287 DelayBetweenShots = 1 3288 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3289 ClipReloadTime = 10000 ; how long to reload a Clip, msec 3290 ; Uses a clip of one to get the Reloading modelcondition 3291 3292 ; note, these only apply to units that aren't the explicit target 3293 ; (ie, units that just happen to "get in the way"... projectiles 3294 ; always collide with the Designated Target, regardless of these flags 3295 ProjectileCollidesWith = STRUCTURES 3296 3297 ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles 3298 End 3299 3300 ;------------------------------------------------------------------------------ 3301 Weapon StingerSiteDeathConcussion 3302 PrimaryDamage = 5.0 3303 PrimaryDamageRadius = 25.0 3304 AttackRange = 100.0 3305 DamageType = EXPLOSION 3306 DeathType = EXPLODED 3307 WeaponSpeed = 99999.0 3308 ProjectileObject = NONE 3309 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3310 DelayBetweenShots = 0 ; time between shots, msec 3311 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3312 ClipReloadTime = 0 ; how long to reload a Clip, msec 3313 AutoReloadsClip = No 3314 End 3315 3316 ;------------------------------------------------------------------------------ 3317 ; This is the weapon used by crushing buildings. It's supposed to kill everything it hits. 3318 Weapon ToppledStructureWeapon 3319 PrimaryDamage = 9999.0 3320 PrimaryDamageRadius = 20.0 3321 AttackRange = 100.0 3322 DamageType = EXPLOSION 3323 DeathType = EXPLODED 3324 WeaponSpeed = 99999.0 3325 ProjectileObject = NONE 3326 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3327 DelayBetweenShots = 0 ; time between shots, msec 3328 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3329 ClipReloadTime = 0 ; how long to reload a Clip, msec 3330 AutoReloadsClip = No 3331 End 3332 3333 ;------------------------------------------------------------------------------ 3334 ; This is the weapon used by avalanche bits. It's supposed to crush everything it hits. 3335 Weapon AvalancheWeapon 3336 PrimaryDamage = 9999.0 3337 PrimaryDamageRadius = 50.0 3338 AttackRange = 50.0 3339 DamageType = CRUSH 3340 DeathType = CRUSHED 3341 WeaponSpeed = 99999.0 3342 ProjectileObject = NONE 3343 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3344 DelayBetweenShots = 100 ; time between shots, msec 3345 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3346 ClipReloadTime = 0 ; how long to reload a Clip, msec 3347 AutoReloadsClip = Yes 3348 End 3349 3350 ;------------------------------------------------------------------------------ 3351 Weapon NapalmMissileWeapon 3352 PrimaryDamage = 75.0 3353 PrimaryDamageRadius = 5.0 3354 SecondaryDamage = 40.0 3355 SecondaryDamageRadius = 30.0 3356 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3357 DamageType = JET_MISSILES ; since creates FireField to do the flame damage 3358 DeathType = EXPLODED 3359 AttackRange = 320.0 3360 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed 3361 ProjectileObject = NapalmMissile 3362 ProjectileExhaust = MissileExhaust 3363 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 3364 FireFX = WeaponFX_NapalmMissile 3365 FireSound = MigJetNapalmWeapon 3366 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3367 AcceptableAimDelta = 30 3368 DelayBetweenShots = 300 ; time between shots, msec 3369 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 3370 ClipReloadTime = 8000 ; how long to reload a Clip, msec 3371 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 3372 AntiGround = Yes 3373 ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation 3374 ProjectileDetonationOCL = OCL_FireFieldSmall 3375 DamageDealtAtSelfPosition = Yes 3376 HistoricBonusTime = 3000 3377 HistoricBonusCount = 8 3378 HistoricBonusRadius = 100 3379 HistoricBonusWeapon = FirestormSmallCreationWeapon 3380 ProjectileCollidesWith = STRUCTURES 3381 AntiAirborneVehicle = Yes 3382 AntiAirborneInfantry = No 3383 ShowsAmmoPips = Yes 3384 End 3385 3386 ;------------------------------------------------------------------------------ 3387 Weapon BlackNapalmMissileWeapon 3388 PrimaryDamage = 75.0 3389 PrimaryDamageRadius = 5.0 3390 SecondaryDamage = 50.0 3391 SecondaryDamageRadius = 30.0 3392 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3393 DamageType = JET_MISSILES ;EXPLOSION 3394 DeathType = EXPLODED 3395 AttackRange = 320.0 3396 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed 3397 ProjectileObject = NapalmMissile 3398 ProjectileExhaust = MissileExhaust 3399 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust 3400 FireFX = WeaponFX_NapalmMissile 3401 FireSound = MigJetNapalmWeapon 3402 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR 3403 AcceptableAimDelta = 30 3404 DelayBetweenShots = 300 ; time between shots, msec 3405 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 3406 ClipReloadTime = 5000 ;2000 ; how long to reload a Clip, msec 3407 AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon 3408 AntiGround = Yes 3409 ProjectileDetonationFX = WeaponFX_BlackNapalmMissileDetonation 3410 ProjectileDetonationOCL = OCL_FireFieldUpgradedSmall 3411 DamageDealtAtSelfPosition = Yes 3412 HistoricBonusTime = 3000 3413 HistoricBonusCount = 8 3414 HistoricBonusRadius = 100 3415 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon 3416 ProjectileCollidesWith = STRUCTURES 3417 AntiAirborneVehicle = Yes 3418 AntiAirborneInfantry = Yes 3419 ShowsAmmoPips = Yes 3420 End 3421 3422 ;------------------------------------------------------------------------------ 3423 Weapon BattleshipBogusGun 3424 ; We need to have the weapon do some damage, or attacking will not occur because it's 3425 ; rejected as not having any kind of weapon that does damage 3426 PrimaryDamage = 0.00001 ; does no damage, because the gun firing is only for show, anyway... 3427 ; please DON'T adjust this value. to adjust the damage really done by battleships, 3428 ; adjust the damage values in BattleshipTargetDamagedWeapon! 3429 PrimaryDamageRadius = 0.0 3430 AttackRange = 99999.0 3431 DamageType = UNRESISTABLE 3432 DeathType = NORMAL 3433 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3434 ProjectileObject = NONE 3435 FireFX = WeaponFX_BattleshipBogusGun 3436 FireSound = BattleshipWeapon 3437 RadiusDamageAffects = ENEMIES NEUTRALS 3438 DelayBetweenShots = 750 ; time between shots, msec 3439 ClipSize = 3 ; how many shots in a Clip (0 == infinite) 3440 ClipReloadTime = 1500 ; how long to reload a Clip, msec 3441 End 3442 3443 ;------------------------------------------------------------------------------ 3444 Weapon BattleshipTargetDamagedWeapon 3445 PrimaryDamage = 100.0 3446 PrimaryDamageRadius = 30.0 3447 SecondaryDamage = 30.0 3448 SecondaryDamageRadius = 65.0 3449 AttackRange = 0.0 3450 DamageType = EXPLOSION 3451 DeathType = EXPLODED 3452 WeaponSpeed = 999999 3453 ProjectileObject = NONE 3454 FireFX = WeaponFX_BattleshipTargetExplode 3455 FireSound = ExplosionBattleshipTarget 3456 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3457 DelayBetweenShots = 0 ; time between shots, msec 3458 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3459 ClipReloadTime = 0 ; how long to reload a Clip, msec 3460 End 3461 3462 ;------------------------------------------------------------------------------ 3463 Weapon StructureMineWeapon 3464 PrimaryDamage = 100.0 3465 PrimaryDamageRadius = 3.0 3466 SecondaryDamage = 100.0 3467 SecondaryDamageRadius = 5.0 3468 AttackRange = 0.0 3469 DamageType = LAND_MINE 3470 DeathType = EXPLODED 3471 WeaponSpeed = 99999.0 3472 ProjectileObject = NONE 3473 FireFX = WeaponFX_MineDetonation 3474 RadiusDamageAffects = ENEMIES NEUTRALS 3475 DelayBetweenShots = 0 3476 ClipSize = 1 3477 ClipReloadTime = 0 3478 AutoReloadsClip = No 3479 End 3480 3481 ;------------------------------------------------------------------------------ 3482 Weapon ClusterMineWeapon 3483 PrimaryDamage = 50.0 3484 PrimaryDamageRadius = 3.0 3485 SecondaryDamage = 100.0 3486 SecondaryDamageRadius = 5.0 3487 AttackRange = 0.0 3488 DamageType = LAND_MINE 3489 DeathType = EXPLODED 3490 WeaponSpeed = 99999.0 3491 ProjectileObject = NONE 3492 FireFX = WeaponFX_MineDetonation 3493 RadiusDamageAffects = ENEMIES NEUTRALS 3494 DelayBetweenShots = 0 3495 ClipSize = 1 3496 ClipReloadTime = 0 3497 AutoReloadsClip = No 3498 End 3499 3500 ;------------------------------------------------------------------------------ 3501 Weapon BattleDroneMachineGun 3502 PrimaryDamage = 1 3503 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3504 AttackRange = 110.0 3505 DamageType = SMALL_ARMS 3506 DeathType = NORMAL 3507 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3508 ProjectileObject = NONE 3509 FireFX = WeaponFX_TechnicalGunFire 3510 FireSound = BattleDroneWeapon 3511 RadiusDamageAffects = ENEMIES NEUTRALS 3512 DelayBetweenShots = 100 ; time between shots, msec 3513 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3514 ClipReloadTime = 0 ; how long to reload a Clip, msec 3515 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets 3516 End 3517 3518 3519 3520 ;------------------------------------------------------------------------------ 3521 ;---- ANGRY MOB WEAPONS ---------------------------------------------------- 3522 ;------------------------------------------------------------------------------ 3523 Weapon GLAAngryMobNexusHarmlessWeapon 3524 3525 ;;; allows AI to set targets and victims and condition states 3526 ;;; without really doing any harm 3527 3528 PrimaryDamage = 0.001 3529 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3530 AttackRange = 90.0 ;70.0 ;; small so the whole mob can get in close 3531 DamageType = UNRESISTABLE 3532 DeathType = NORMAL 3533 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3534 ProjectileObject = NONE 3535 FireFX = NONE 3536 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3537 DelayBetweenShots = 99999 ; time between shots, msec 3538 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3539 ClipReloadTime = 0 ; how long to reload a Clip, msec 3540 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets 3541 End 3542 3543 ;------------------------------------------------------------------------------ 3544 Weapon GLAAngryMobRockProjectileWeapon 3545 PrimaryDamage = 40.0 ;10.0 3546 PrimaryDamageRadius = 1.0 3547 AttackRange = 100.0 3548 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 3549 DeathType = NORMAL 3550 WeaponSpeed = 130 ; dist/sec (huge value == effectively instant) 3551 ProjectileObject = GLAAngryMobRockProjectileObject 3552 FireFX = NONE 3553 FireSound = AngryMobWeaponMolotov 3554 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 3555 DelayBetweenShots = 500 ;3000 ; time between shots, msec 3556 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3557 ClipReloadTime = 0 ; how long to reload a Clip, msec 3558 PreAttackDelay = 500 ;2000 ; linked to the length of throw animation 3559 PreAttackType = PER_SHOT ; Do the delay every single shot 3560 ProjectileCollidesWith = STRUCTURES WALLS 3561 3562 End 3563 ;------------------------------------------------------------------------------ 3564 Weapon GLAAngryMobMolotovCocktailProjectileWeapon 3565 PrimaryDamage = 40.0 ;40.0 3566 PrimaryDamageRadius = 11.0 3567 AttackRange = 100.0 3568 MinimumAttackRange = 12; 40.0 3569 DamageType = MOLOTOV_COCKTAIL ;used only by this weapon. Splits off so Dragon Tanks and Toxin Trucks are resistant. 3570 DeathType = NORMAL 3571 WeaponSpeed = 60 ; 3572 ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject 3573 FireFX = NONE 3574 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 3575 DelayBetweenShots = 500 ;3000 ; time between shots, msec 3576 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3577 ClipReloadTime = 0 ; how long to reload a Clip, msec 3578 PreAttackDelay = 500 ;2000 ; linked to the length of throw animation 3579 PreAttackType = PER_SHOT ; Do the delay every single shot 3580 ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation 3581 MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates 3582 3583 ProjectileCollidesWith = STRUCTURES WALLS 3584 End 3585 3586 3587 ;------------------------------------------------------------------------------ 3588 Weapon GLAAngryMobPistolWeapon 3589 PrimaryDamage = 10.0 3590 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3591 AttackRange = 100.0 3592 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 3593 DeathType = NORMAL 3594 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3595 ProjectileObject = NONE 3596 FireFX = WeaponFX_GenericMachineGunFire 3597 VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers 3598 FireSound = AngryMobWeaponPistol 3599 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3600 DelayBetweenShots = 250 ; time between shots, msec 3601 ClipSize = 8 ; how many shots in a Clip (0 == infinite) 3602 ClipReloadTime = 3000 ; how long to reload a Clip, msec 3603 AutoReloadsClip = Yes 3604 End 3605 3606 ;------------------------------------------------------------------------------ 3607 Weapon GLAAngryMobAK47Weapon 3608 PrimaryDamage = 20.0 ;8.0 3609 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3610 AttackRange = 120.0 3611 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 3612 DeathType = NORMAL 3613 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3614 ProjectileObject = NONE 3615 FireFX = WeaponFX_RangerAdvancedCombatRifleFire 3616 VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire 3617 FireSound = AngryMobWeaponAK47 3618 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3619 DelayBetweenShots = 250 ; time between shots, msec 3620 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3621 ClipReloadTime = 0 ; how long to reload a Clip, msec 3622 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets 3623 End 3624 3625 ;------------------------------------------------------------------------------ 3626 Weapon GLAAngryMobAK47NoDamageWeapon 3627 PrimaryDamage = 0.001 ; THIS IS A SPECIAL NO-DAMAGE AK47 3628 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" 3629 AttackRange = 120.0 3630 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 3631 DeathType = NORMAL 3632 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 3633 ProjectileObject = NONE 3634 FireFX = WeaponFX_RangerAdvancedCombatRifleFire 3635 VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire 3636 FireSound = AngryMobWeaponAK47 3637 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3638 DelayBetweenShots = 99999 ; time between shots, msec 3639 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3640 ClipReloadTime = 0 ; how long to reload a Clip, msec 3641 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets 3642 End 3643 3644 ;------------------------------------------------------------------------------ 3645 Weapon WorkerMineDisarmingWeapon 3646 PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well 3647 AttackRange = 1.0 3648 DamageType = DISARM 3649 DeathType = NORMAL 3650 ProjectileObject = NONE 3651 FireFX = WeaponFX_WorkerMineDisarming 3652 DelayBetweenShots = 1000 ; time between shots, msec 3653 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3654 ClipReloadTime = 0 ; how long to reload a Clip, msec 3655 AntiGround = No 3656 AntiProjectile = No 3657 AntiSmallMissile = No 3658 AntiMine = Yes 3659 PreAttackDelay = 1000 ; we have to wave our magic wand over it a bit 3660 PreAttackType = PER_SHOT ; Do the delay every single shot 3661 ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm 3662 End 3663 3664 ;------------------------------------------------------------------------------ 3665 Weapon DozerMineDisarmingWeapon 3666 PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well 3667 AttackRange = 1.0 3668 DamageType = DISARM 3669 DeathType = NORMAL 3670 ProjectileObject = NONE 3671 FireFX = WeaponFX_DozerMineDisarming 3672 DelayBetweenShots = 0 ; time between shots, msec 3673 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3674 ClipReloadTime = 4000 ; how long to reload a Clip, msec 3675 AntiGround = No 3676 AntiProjectile = No 3677 AntiSmallMissile = No 3678 AntiMine = Yes 3679 PreAttackDelay = 1200 ; this is the natural duration of PRE scooping animation 3680 PreAttackType = PER_ATTACK ; Do the delay every attack 3681 ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm 3682 End 3683 3684 3685 ;------------------------------------------------------------------------------ 3686 Weapon DemoTrapDetonationWeapon 3687 PrimaryDamage = 600.0 3688 PrimaryDamageRadius = 25.0 3689 SecondaryDamage = 400.0 3690 SecondaryDamageRadius = 50.0 3691 DamageType = EXPLOSION 3692 DeathType = EXPLODED 3693 WeaponSpeed = 99999.0 3694 FireFX = WeaponFX_DemoTrapDetonation 3695 PlayFXWhenStealthed = Yes 3696 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 3697 DelayBetweenShots = 0 3698 ClipSize = 1 3699 ClipReloadTime = 0 3700 AutoReloadsClip = No 3701 End 3702 3703 ;------------------------------------------------------------------------------ 3704 Weapon DummyWeapon 3705 ;Nothing -- dummy weapon 3706 End 3707 3708 ;------------------------------------------------------------------------------ 3709 ; This weapon kills itself (to presumably trigger detonations on death) 3710 Weapon SuicideWeapon 3711 LeechRangeWeapon = Yes 3712 AttackRange = 1.0 3713 PrimaryDamage = 999999.0 3714 PrimaryDamageRadius = 1.0 3715 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 3716 RadiusDamageAffects = SELF SUICIDE 3717 DamageType = EXPLOSION 3718 DeathType = SUICIDED 3719 WeaponSpeed = 99999.0 3720 DelayBetweenShots = 0 3721 ClipSize = 1 3722 ClipReloadTime = 0 3723 AutoReloadsClip = No 3724 End 3725 3726 ;------------------------------------------------------------------------------ 3727 ; This weapon kills itself (to presumably trigger detonations on death) 3728 Weapon TerroristSuicideWeapon 3729 LeechRangeWeapon = Yes 3730 AttackRange = 1.0 3731 PrimaryDamage = 999999.0 3732 PrimaryDamageRadius = 1.0 3733 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 3734 RadiusDamageAffects = SELF SUICIDE 3735 DamageType = EXPLOSION 3736 DeathType = SUICIDED 3737 WeaponSpeed = 99999.0 3738 DelayBetweenShots = 0 3739 ClipSize = 1 3740 ClipReloadTime = 0 3741 AutoReloadsClip = No 3742 ;PreAttackDelay = 600 ;766 matches the animation timing his detonating 3743 End 3744 3745 ;------------------------------------------------------------------------------ 3746 Weapon ConvoyTruckSuicideWeapon 3747 LeechRangeWeapon = Yes 3748 AttackRange = 1.0 3749 PrimaryDamage = 999999.0 3750 PrimaryDamageRadius = 1.0 3751 DamageDealtAtSelfPosition = Yes 3752 RadiusDamageAffects = SELF SUICIDE 3753 DamageType = EXPLOSION 3754 DeathType = SUICIDED 3755 WeaponSpeed = 99999.0 3756 DelayBetweenShots = 0 3757 ClipSize = 1 3758 ClipReloadTime = 0 3759 AutoReloadsClip = No 3760 3761 FireSound = MisGLA07Convoy16 3762 End 3763 3764 ;------------------------------------------------------------------------------ 3765 ;The basic explosive damage inflicted to nearby units when detonated. 3766 ;------------------------------------------------------------------------------ 3767 Weapon BombTruckDefaultBombDamage 3768 PrimaryDamage = 1000.0 3769 PrimaryDamageRadius = 40.0 3770 SecondaryDamage = 100.0 3771 SecondaryDamageRadius = 65.0 3772 DamageType = EXPLOSION 3773 DeathType = EXPLODED 3774 WeaponSpeed = 99999.0 3775 ProjectileObject = NONE 3776 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? 3777 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 3778 DelayBetweenShots = 0 3779 ClipSize = 1 3780 ClipReloadTime = 0 3781 AutoReloadsClip = No 3782 ;**** DON'T USE ANY EFFECTS!!! **** 3783 End 3784 3785 ;------------------------------------------------------------------------------ 3786 ;A larger explosive damage inflicted immediately to nearby units if the 3787 ;bomb-truck has the high-explosive upgrade. 3788 ;------------------------------------------------------------------------------ 3789 Weapon BombTruckHighExplosionBombDamage 3790 PrimaryDamage = 2000.0 3791 PrimaryDamageRadius = 50.0 3792 SecondaryDamage = 200.0 3793 SecondaryDamageRadius = 85.0 3794 DamageType = EXPLOSION 3795 DeathType = EXPLODED 3796 ProjectileObject = NONE 3797 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 3798 DelayBetweenShots = 0 ; time between shots, msec 3799 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3800 ClipReloadTime = 0 ; how long to reload a Clip, msec 3801 AutoReloadsClip = No 3802 3803 AntiGround = Yes 3804 DamageDealtAtSelfPosition = Yes 3805 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% 3806 ;**** DON'T USE ANY EFFECTS!!! **** 3807 End 3808 3809 ;------------------------------------------------------------------------------ 3810 ;These do no damage at all -- just effects and setting up toxic fields 3811 ;------------------------------------------------------------------------------ 3812 Weapon BombTruckDefaultBombEffect 3813 FireFX = WeaponFX_BombTruckDefaultBombDetonation 3814 FireSound = NoSound ; BombTruckBioBombDetonation 3815 End 3816 3817 ;------------------------------------------------------------------------------ 3818 ;These do no damage at all -- just effects and setting up toxic fields 3819 ;------------------------------------------------------------------------------ 3820 Weapon BombTruckBioBombEffect 3821 FireFX = WeaponFX_BombTruckBioBombDetonation 3822 FireOCL = OCL_PoisonFieldMedium 3823 FireSound = NoSound ; BombTruckBioBombDetonation 3824 End 3825 3826 ;------------------------------------------------------------------------------ 3827 ;These do no damage at all -- just effects and setting up toxic fields 3828 ;------------------------------------------------------------------------------ 3829 Weapon BombTruckAnthraxBombEffect 3830 FireFX = WeaponFX_BombTruckAnthraxBombDetonation 3831 FireOCL = OCL_PoisonFieldUpgradedMedium 3832 FireSound = NoSound ; BombTruckBioBombDetonation 3833 End 3834 3835 ;------------------------------------------------------------------------------ 3836 ;These do no damage at all -- just effects and setting up toxic fields 3837 ;------------------------------------------------------------------------------ 3838 Weapon BombTruckHighExplosiveBombEffect 3839 FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation 3840 FireSound = NoSound ; BombTruckBioBombDetonation 3841 End 3842 3843 ;------------------------------------------------------------------------------ 3844 ;These do no damage at all -- just effects and setting up toxic fields 3845 ;------------------------------------------------------------------------------ 3846 Weapon BombTruckHighExplosiveBioBombEffect 3847 FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 3848 FireOCL = OCL_PoisonFieldMedium 3849 FireSound = NoSound ; BombTruckBioBombDetonation 3850 End 3851 3852 ;------------------------------------------------------------------------------ 3853 ;These do no damage at all -- just effects and setting up toxic fields 3854 ;------------------------------------------------------------------------------ 3855 Weapon BombTruckHighExplosiveAnthraxBombEffect 3856 FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation 3857 FireOCL = OCL_PoisonFieldUpgradedMedium 3858 FireSound = NoSound ; BombTruckBioBombDetonation 3859 End 3860 3861 ;------------------------------------------------------------------------------ 3862 Weapon EruptionOfToxicGooWeaponLarge 3863 PrimaryDamage = 60.0 3864 PrimaryDamageRadius = 30.0 3865 SecondaryDamage = 20.0 3866 SecondaryDamageRadius = 55.0 3867 AttackRange = 0.0 3868 DamageType = POISON 3869 DeathType = POISONED 3870 WeaponSpeed = 999999 3871 ProjectileObject = NONE 3872 FireFX = WeaponFX_EruptionOfToxicGooLarge 3873 FireSound = ExplosionBattleshipTarget 3874 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3875 DelayBetweenShots = 0 ; time between shots, msec 3876 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3877 ClipReloadTime = 0 ; how long to reload a Clip, msec 3878 End 3879 3880 ;------------------------------------------------------------------------------ 3881 Weapon EruptionOfToxicGooWeaponSmall 3882 PrimaryDamage = 30.0 3883 PrimaryDamageRadius = 30.0 3884 SecondaryDamage = 20.0 3885 SecondaryDamageRadius = 55.0 3886 AttackRange = 0.0 3887 DamageType = POISON 3888 DeathType = POISONED 3889 WeaponSpeed = 999999 3890 ProjectileObject = NONE 3891 FireFX = WeaponFX_EruptionOfToxicGooSmall 3892 FireSound = ExplosionBattleshipTarget 3893 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3894 DelayBetweenShots = 0 ; time between shots, msec 3895 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3896 ClipReloadTime = 0 ; how long to reload a Clip, msec 3897 End 3898 3899 3900 ;------------------------------------------------------------------------------ 3901 Weapon MilitiaTankGun 3902 PrimaryDamage = 35.0 3903 PrimaryDamageRadius = 5.0 3904 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3905 AttackRange = 120.0 3906 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 3907 MaxTargetPitch = 15 ; ditto 3908 DamageType = ARMOR_PIERCING 3909 DeathType = NORMAL 3910 WeaponSpeed = 400 ; dist/sec 3911 WeaponRecoil = 5 ; angle to deflect the model when firing 3912 ProjectileObject = GenericTankShell 3913 FireFX = WeaponFX_GenericTankGunNoTracer 3914 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 3915 FireSound = MilitiaTankWeapon 3916 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3917 DelayBetweenShots = 2000 ; time between shots, msec 3918 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 3919 ClipReloadTime = 0 ; how long to reload a Clip, msec 3920 3921 ; note, these only apply to units that aren't the explicit target 3922 ; (ie, units that just happen to "get in the way"... projectiles 3923 ; always collide with the Designated Target, regardless of these flags 3924 ProjectileCollidesWith = STRUCTURES WALLS 3925 End 3926 3927 ;------------------------------------------------------------------------------ 3928 Weapon ArtilleryBarrageDamageWeapon 3929 PrimaryDamage = 105.0 ;GS changed to what it was secretly doing pending review 3930 PrimaryDamageRadius = 50.0 3931 AttackRange = 100.0 3932 DamageType = EXPLOSION 3933 DeathType = EXPLODED 3934 WeaponSpeed = 99999.0 3935 ProjectileDetonationFX = FX_ArtilleryBarrage 3936 RadiusDamageAffects = ENEMIES NEUTRALS ALLIES 3937 DelayBetweenShots = 0 ; time between shots, msec 3938 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 3939 ClipReloadTime = 0 ; how long to reload a Clip, msec 3940 AutoReloadsClip = No 3941 End 3942 3943 ;------------------------------------------------------------------------------ 3944 Weapon VehicleCrashesIntoBuildingWeapon 3945 PrimaryDamage = 30.0 ; token amount of damage 3946 PrimaryDamageRadius = 30.0 3947 AttackRange = 0 3948 DamageType = EXPLOSION 3949 DeathType = EXPLODED 3950 ProjectileObject = NONE 3951 FireFX = FX_VehicleCrashesIntoBuilding 3952 FireOCL = OCL_VehicleCrashesIntoBuilding 3953 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3954 End 3955 3956 ;------------------------------------------------------------------------------ 3957 Weapon VehicleCrashesIntoNonBuildingWeapon 3958 PrimaryDamage = 30.0 ; token amount of damage 3959 PrimaryDamageRadius = 30.0 3960 AttackRange = 0 3961 DamageType = CRUSH 3962 DeathType = CRUSHED 3963 ProjectileObject = NONE 3964 ; no FX or OCL. 3965 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3966 End 3967 3968 ; ************** Nova Weapons ************** 3969 3970 ;------------------------------------------------------------------------------ 3971 Weapon CobraTankGun 3972 PrimaryDamage = 10.0 3973 PrimaryDamageRadius = 5.0 3974 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 3975 AttackRange = 150.0 3976 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 3977 MaxTargetPitch = 15 ; ditto 3978 DamageType = ARMOR_PIERCING 3979 DeathType = NORMAL 3980 WeaponSpeed = 400 ; dist/sec 3981 WeaponRecoil = 3 ; angle to deflect the model when firing 3982 ProjectileObject = ScorpionTankShell 3983 FireFX = WeaponFX_GenericTankGunNoTracerSmall 3984 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 3985 ;ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 3986 FireSound = ScorpionTankWeapon 3987 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 3988 DelayBetweenShots = 0 ; time between shots, msec 3989 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 3990 ClipReloadTime = 1000 ; how long to reload a Clip, msec 3991 ProjectileCollidesWith = STRUCTURES WALLS 3992 End 3993 3994 ;------------------------------------------------------------------------------ 3995 Weapon NeutronMissileWeaponOP 3996 PrimaryDamage = 0 ; not used for this weapon (it's "special") 3997 PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") 3998 AttackRange = 99999 ; not used for this weapon (it's "special") 3999 DamageType = RADIATION ; not used for this weapon (it's "special") 4000 DeathType = NORMAL 4001 WeaponSpeed = 99999 ; not used for this weapon (it's "special") 4002 ProjectileObject = NeutronMissileOP 4003 ProjectileExhaust = NeutronMissileExhaust 4004 FireFX = WeaponFX_NeutronMissile 4005 ProjectileDetonationFX = None ; not used for this weapon (it's "special") 4006 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4007 DelayBetweenShots = 0 ; not used for this weapon (it's "special") 4008 ClipSize = 1 ; not used for this weapon (it's "special") 4009 ClipReloadTime = 0 ; not used for this weapon (it's "special") 4010 AutoReloadsClip = No ; not used for this weapon (it's "special") 4011 End 4012 4013 ;------------------------------------------------------------------------------ 4014 ;Bomb Truck Nuke Warhead -- effects and weapon 4015 ;------------------------------------------------------------------------------ 4016 Weapon BombTruckNukeWarhead 4017 PrimaryDamage = 3000.0 4018 PrimaryDamageRadius = 100.0 4019 SecondaryDamage = 300.0 4020 SecondaryDamageRadius = 150.0 4021 DamageType = EXPLOSION 4022 DeathType = EXPLODED 4023 ProjectileObject = NONE 4024 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 4025 DelayBetweenShots = 0 ; time between shots, msec 4026 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4027 ClipReloadTime = 0 ; how long to reload a Clip, msec 4028 AutoReloadsClip = No 4029 4030 AntiGround = Yes 4031 DamageDealtAtSelfPosition = Yes 4032 4033 FireFX = FX_BombTruckNuke 4034 FireOCL = OCL_BombTruckNukeRadiationAndVision 4035 FireSound = NoSound 4036 End 4037 4038 ;------------------------------------------------------------------------------ 4039 Weapon ToppledPropagandaTowerWeapon 4040 PrimaryDamage = 20.0 4041 PrimaryDamageRadius = 5.0 4042 AttackRange = 75.0 4043 DamageType = EXPLOSION 4044 DeathType = EXPLODED 4045 WeaponSpeed = 99999.0 4046 ProjectileObject = NONE 4047 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4048 DelayBetweenShots = 0 ; time between shots, msec 4049 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4050 ClipReloadTime = 0 ; how long to reload a Clip, msec 4051 AutoReloadsClip = No 4052 End 4053 4054 ;-------------------------------------------------------------------------------- 4055 Weapon NeutronBombWeapon 4056 PrimaryDamage = 1000.0 4057 PrimaryDamageRadius = 100.0 4058 AttackRange = 100.0 4059 DamageType = EXPLOSION 4060 DeathType = EXPLODED 4061 WeaponSpeed = 99999.0 4062 FireOCL = OCL_NeutronEmission 4063 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4064 DelayBetweenShots = 0 ; time between shots, msec 4065 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4066 ClipReloadTime = 0 ; how long to reload a Clip, msec 4067 AutoReloadsClip = No 4068 End 4069 4070 ;------------------------------------------------------------------------------ 4071 Weapon NeutronBombEmissionFieldWeapon 4072 PrimaryDamage = 1.0 4073 PrimaryDamageRadius = 300.0 4074 AttackRange = 15.0 4075 MinimumAttackRange = 10.0 4076 DamageType = KILL_PILOT 4077 DeathType = NORMAL 4078 WeaponSpeed = 600 ; dist/sec 4079 4080 FireFX = WeaponFX_NeutronEmissionWeapon ; This FxList is marked UseCallersRadius, 4081 ; so the damage range can be tweaked and it will change the effect's radius too 4082 4083 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 4084 DelayBetweenShots = 9000 ; only fires twice during neutron field lifetime 4085 End 4086 4087 ;------------------------------------------------------------------------------ 4088 Weapon NeutronBombEmissionFieldWeaponPoison 4089 PrimaryDamage = 20.0 4090 PrimaryDamageRadius = 300.0 4091 AttackRange = 15.0 4092 MinimumAttackRange = 10.0 4093 DamageType = SNIPER ;is not supposed to do any damage to buildings or vehicles ;EXTRA_2 ;RADIATION 4094 DeathType = NORMAL 4095 WeaponSpeed = 600 ; dist/sec 4096 4097 FireFX = WeaponFX_NeutronEmissionWeapon ; This FxList is marked UseCallersRadius, 4098 ; so the damage range can be tweaked and it will change the effect's radius too 4099 4100 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE 4101 DelayBetweenShots = 500 ; time between shots, msec 4102 End 4103 4104 ;------------------------------------------------------------------------------ 4105 Weapon TomahawkMissileWeaponB52 4106 PrimaryDamage = 650.0 4107 PrimaryDamageRadius = 50.0 4108 SecondaryDamage = 250.0 4109 SecondaryDamageRadius = 75.0 4110 AttackRange = 1700.0 ;slightly further than that of the DeliveryDistance for the OCL 4111 DamageType = EXPLOSION 4112 DeathType = EXPLODED 4113 FireFX = FX_TomahawkIgnition 4114 ProjectileObject = TomahawkMissileFromB52 4115 ProjectileExhaust = TomahawkMissileExhaust 4116 VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust 4117 ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation 4118 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ;NOT_SIMILAR 4119 FireSound = TomahawkWeapon 4120 DelayBetweenShots = Min:300 Max:1000 4121 ClipSize = 8 ; how many shots in a Clip (0 == infinite) 4122 ClipReloadTime = 100 ; how long to reload a Clip, msec 4123 ProjectileCollidesWith = STRUCTURES 4124 ScatterRadius = 0 4125 4126 ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots 4127 ; These specific points are an even distribution simulating a 150 ScatterRadius. 4128 ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots 4129 ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. 4130 ScatterTargetScalar = 150; replaces the ScatterRadius, above, for scaling this table, below 4131 ScatterTarget = X: 0.000 Y: 0.133 4132 ScatterTarget = X: 0.133 Y:-0.200 4133 ScatterTarget = X:-0.067 Y: 0.667 4134 ScatterTarget = X: 0.300 Y: 0.300 4135 ScatterTarget = X: 0.767 Y: 0.000 4136 ScatterTarget = X: 0.500 Y:-0.567 4137 ScatterTarget = X:-0.333 Y:-0.800 4138 ScatterTarget = X:-0.600 Y:-0.1333 4139 End 4140 4141 ;------------------------------------------------------------------------------ 4142 Weapon NapalmStrikeWeapon 4143 PrimaryDamage = 75.0 4144 PrimaryDamageRadius = 5.0 4145 SecondaryDamage = 50.0 4146 SecondaryDamageRadius = 30.0 4147 DamageType = JET_MISSILES 4148 DeathType = EXPLODED 4149 AttackRange = 320.0 4150 ProjectileObject = NapalmMissile 4151 ProjectileExhaust = MissileExhaust 4152 FireFX = WeaponFX_NapalmMissile 4153 FireSound = MigJetNapalmWeapon 4154 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4155 AcceptableAimDelta = 30 4156 DelayBetweenShots = 300 ; time between shots, msec 4157 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 4158 ClipReloadTime = 1000 ; how long to reload a Clip, msec 4159 AntiGround = Yes 4160 ProjectileDetonationFX = WeaponFX_BlackNapalmMissileDetonation 4161 ProjectileDetonationOCL = OCL_FireFieldUpgradedSmall 4162 DamageDealtAtSelfPosition = Yes 4163 HistoricBonusTime = 1000 4164 HistoricBonusCount = 8 4165 HistoricBonusRadius = 100 4166 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon 4167 ProjectileCollidesWith = STRUCTURES 4168 AntiAirborneVehicle = Yes 4169 AntiAirborneInfantry = Yes 4170 End 4171 4172 ;------------------------------------------------------------------------------ 4173 Weapon MammothTankGun 4174 PrimaryDamage = 75 4175 PrimaryDamageRadius = 4.0 4176 ScatterRadiusVsInfantry = 8.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 4177 SecondaryDamage = 15.0 4178 SecondaryDamageRadius = 8.0 4179 AttackRange = 150.0 4180 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 4181 MaxTargetPitch = 15 ; ditto 4182 DamageType = ARMOR_PIERCING 4183 DeathType = NORMAL 4184 WeaponSpeed = 300 ; dist/sec 4185 WeaponRecoil = 5 ; angle to deflect the model when firing 4186 ProjectileObject = OverlordTankShell 4187 FireFX = WeaponFX_GenericTankGunNoTracer 4188 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 4189 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 4190 FireSound = PaladinTankWeapon 4191 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4192 DelayBetweenShots = 175 ; time between shots, msec 4193 ShotsPerBarrel = 1 ; By default, shoot one shot per barrel 4194 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 4195 ClipReloadTime = 2000 ; how long to reload a Clip, msec 4196 ProjectileCollidesWith = STRUCTURES WALLS 4197 End 4198 4199 ;------------------------------------------------------------------------------ 4200 Weapon TechnicalRiderAK47 4201 PrimaryDamage = 6.0 4202 PrimaryDamageRadius = 0.0 4203 AttackRange = 100.0 4204 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS 4205 DeathType = NORMAL 4206 WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) 4207 ProjectileObject = NONE 4208 FireFX = WeaponFX_RangerAdvancedCombatRifleFire 4209 VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire 4210 FireSound = AngryMobWeaponAK47 4211 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4212 DelayBetweenShots = 200 ; time between shots, msec 4213 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 4214 ClipReloadTime = 0 ; how long to reload a Clip, msec 4215 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets 4216 End 4217 4218 ;------------------------------------------------------------------------------ 4219 Weapon SuicidePlaneBomb 4220 PrimaryDamage = 1000.0 4221 PrimaryDamageRadius = 20.0 4222 SecondaryDamage = 300.0 4223 SecondaryDamageRadius = 40.0 4224 DamageType = EXPLOSION 4225 DeathType = EXPLODED 4226 ProjectileObject = NONE 4227 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 4228 DelayBetweenShots = 0 ; time between shots, msec 4229 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4230 ClipReloadTime = 0 ; how long to reload a Clip, msec 4231 AutoReloadsClip = No 4232 4233 AntiGround = Yes 4234 DamageDealtAtSelfPosition = Yes 4235 4236 FireFX = WeaponFX_BombTruckDefaultBombDetonation 4237 FireSound = NoSound 4238 End 4239 4240 ;------------------------------------------------------------------------------ 4241 Weapon SuicidePlaneBombUpgraded 4242 PrimaryDamage = 1000.0 4243 PrimaryDamageRadius = 20.0 4244 SecondaryDamage = 300.0 4245 SecondaryDamageRadius = 40.0 4246 DamageType = EXPLOSION 4247 DeathType = EXPLODED 4248 ProjectileObject = NONE 4249 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS 4250 DelayBetweenShots = 0 ; time between shots, msec 4251 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4252 ClipReloadTime = 0 ; how long to reload a Clip, msec 4253 AutoReloadsClip = No 4254 4255 AntiGround = Yes 4256 DamageDealtAtSelfPosition = Yes 4257 4258 FireFX = WeaponFX_BombTruckAnthraxBombDetonation 4259 FireOCL = OCL_PoisonFieldUpgradedMedium 4260 FireSound = NoSound 4261 End 4262 4263 ;------------------------------------------------------------------------------ 4264 Weapon ToxinTractorExplosionEffect 4265 PrimaryDamage = 0.0 4266 PrimaryDamageRadius = 1.0 4267 AttackRange = 100.0 4268 DamageType = EXPLOSION 4269 DeathType = EXPLODED 4270 WeaponSpeed = 99999.0 4271 ProjectileObject = NONE 4272 FireFX = FX_ToxinTruckExplosionOneFinal 4273 FireOCL = OCL_PoisonFieldSmall 4274 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4275 DelayBetweenShots = 0 ; time between shots, msec 4276 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4277 ClipReloadTime = 0 ; how long to reload a Clip, msec 4278 AutoReloadsClip = No 4279 AntiGround = Yes 4280 DamageDealtAtSelfPosition = Yes 4281 End 4282 4283 ;------------------------------------------------------------------------------ 4284 Weapon ToxinTractorExplosionEffectUpgraded 4285 PrimaryDamage = 0.0 4286 PrimaryDamageRadius = 1.0 4287 AttackRange = 100.0 4288 DamageType = EXPLOSION 4289 DeathType = EXPLODED 4290 WeaponSpeed = 99999.0 4291 ProjectileObject = NONE 4292 FireFX = FX_ToxinTruckExplosionOneFinalUpgraded 4293 FireOCL = OCL_PoisonFieldUpgradedSmall 4294 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 4295 DelayBetweenShots = 0 ; time between shots, msec 4296 ClipSize = 1 ; how many shots in a Clip (0 == infinite) 4297 ClipReloadTime = 0 ; how long to reload a Clip, msec 4298 AutoReloadsClip = No 4299 AntiGround = Yes 4300 DamageDealtAtSelfPosition = Yes 4301 End
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