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/Command and conquer Heure H/Light of five stars/INI/ -> Weapon.ini (source)

   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: Weapon.ini (SYSTEM) ////////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  ; Please keep all weapons belonging to the same unit grouped together, instead
   6  ; of grouping all Elite weapons together.
   7  
   8  ;------------------------------------------------------------------------------
   9  ;------------------------------------------------------------------------------
  10  ;------------------------------------------------------------------------------
  11  ; 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 ScorpionTankGunFXWeapon, 
 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 ScorpionMissileWeapon
 134    PrimaryDamage = 100.0            
 135    PrimaryDamageRadius = 5.0      
 136    SecondaryDamage = 80.0          
 137    SecondaryDamageRadius = 25.0    
 138    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 139    AttackRange = 150.0
 140    MinimumAttackRange = 40.0
 141    DamageType = EXPLOSION          ; ignored for projectile weapons
 142    DeathType = EXPLODED
 143    WeaponSpeed = 600               ; ignored for projectile weapons
 144    ProjectileObject = ScorpionMissile
 145    ProjectileExhaust           = MissileExhaust
 146    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
 147    FireFX                      = FX_BuggyMissileIgnition
 148    FireSound                   = ScorpionMissileWeapon
 149    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 150    DelayBetweenShots = 200  ; time between shots, msec
 151    ClipSize = 1            ; how many shots in a Clip (0 == infinite)
 152    ClipReloadTime = 15000  ; how long to reload a Clip, msec
 153    AutoReloadsClip = Yes 
 154    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 155  
 156    ; note, these only apply to units that aren't the explicit target 
 157    ; (ie, units that just happen to "get in the way"... projectiles
 158    ; always collide with the Designated Target, regardless of these flags
 159    ProjectileCollidesWith = STRUCTURES
 160    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 161  End
 162  
 163  ;------------------------------------------------------------------------------
 164  Weapon ScorpionTankGunPlusOne
 165    PrimaryDamage = 25.0
 166    PrimaryDamageRadius = 5.0
 167    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 168    AttackRange = 150.0
 169    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
 170    MaxTargetPitch = 15                          ; ditto
 171    DamageType = ARMOR_PIERCING
 172    DeathType = NORMAL
 173    WeaponSpeed = 400                           ; dist/sec 
 174    WeaponRecoil = 5                            ; angle to deflect the model when firing
 175    ProjectileObject = ScorpionTankShell
 176    FireFX = WeaponFX_GenericTankGunNoTracerSmall
 177    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
 178    ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, 
 179    ;because the art for the Toxin shell version incorporates the normal explosion.
 180  ;  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
 181    FireSound = ScorpionTankWeapon
 182    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 183    DelayBetweenShots = 1000        ; time between shots, msec
 184    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 185    ClipReloadTime = 0              ; how long to reload a Clip, msec
 186  
 187  
 188    ; note, these only apply to units that aren't the explicit target 
 189    ; (ie, units that just happen to "get in the way"... projectiles
 190    ; always collide with the Designated Target, regardless of these flags
 191    ProjectileCollidesWith = STRUCTURES WALLS 
 192  End
 193  
 194  ;------------------------------------------------------------------------------
 195  Weapon ScorpionMissileWeaponPlusTwo
 196    PrimaryDamage = 100.0            
 197    PrimaryDamageRadius = 5.0      
 198    SecondaryDamage = 80.0          
 199    SecondaryDamageRadius = 25.0    
 200    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 201    AttackRange = 150.0
 202    MinimumAttackRange = 40.0
 203    DamageType = EXPLOSION          ; ignored for projectile weapons
 204    DeathType = EXPLODED
 205    WeaponSpeed = 600               ; ignored for projectile weapons
 206    ProjectileObject = ScorpionMissile
 207    ProjectileExhaust           = MissileExhaust
 208    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
 209    FireFX                      = FX_BuggyMissileIgnition
 210    FireSound                   = ScorpionMissileWeapon
 211    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 212    DelayBetweenShots = 200  ; time between shots, msec
 213    ClipSize = 2            ; how many shots in a Clip (0 == infinite)
 214    ClipReloadTime = 15000  ; how long to reload a Clip, msec
 215    AutoReloadsClip = Yes 
 216    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 217  
 218    ; note, these only apply to units that aren't the explicit target 
 219    ; (ie, units that just happen to "get in the way"... projectiles
 220    ; always collide with the Designated Target, regardless of these flags
 221    ProjectileCollidesWith = STRUCTURES
 222    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 223  End
 224  
 225  ;------------------------------------------------------------------------------
 226  Weapon ScorpionTankGunFXWeapon
 227    PrimaryDamage = 0.0
 228    PrimaryDamageRadius = 0.0
 229    AttackRange = 125.0
 230    FireFX = WeaponFX_GenericTankShellDetonation
 231  End
 232  
 233  ;------------------------------------------------------------------------------
 234  Weapon OverlordTankGun
 235    PrimaryDamage = 80 ;100.0
 236    PrimaryDamageRadius = 5.0
 237    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 238    SecondaryDamage = 20.0
 239    SecondaryDamageRadius = 10.0
 240    AttackRange = 175.0
 241    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
 242    MaxTargetPitch = 15                          ; ditto
 243    DamageType = ARMOR_PIERCING
 244    DeathType = NORMAL
 245    WeaponSpeed = 300                           ; dist/sec 
 246    WeaponRecoil = 5                            ; angle to deflect the model when firing
 247    ProjectileObject = OverlordTankShell
 248    FireFX            = WeaponFX_GenericTankGunNoTracer
 249    VeterancyFireFX   = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
 250    ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
 251    FireSound = OverlordTankWeapon
 252    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 253    DelayBetweenShots = 300              ; time between shots, msec
 254    ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
 255    ClipSize = 2                    ; how many shots in a Clip (0 == infinite)
 256    ClipReloadTime = 2000              ; how long to reload a Clip, msec
 257    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
 258  
 259    ; note, these only apply to units that aren't the explicit target 
 260    ; (ie, units that just happen to "get in the way"... projectiles
 261    ; always collide with the Designated Target, regardless of these flags
 262    ProjectileCollidesWith = STRUCTURES WALLS 
 263  End
 264  
 265  ;------------------------------------------------------------------------------
 266  Weapon StrategyCenterGun
 267    PrimaryDamage         = 200.0            
 268    PrimaryDamageRadius   = 25.0      
 269    ScatterRadius         = 15.0
 270    ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 271    AttackRange = 400.0
 272    MinimumAttackRange = 100.0
 273    MinTargetPitch = 45                         ; we may not target anything outside of this pitch range
 274    MaxTargetPitch = 80                          ; ditto
 275    DamageType = EXPLOSION
 276    DeathType = EXPLODED
 277    WeaponSpeed = 150                           ; dist/sec 
 278    WeaponRecoil = 5                            ; angle to deflect the model when firing
 279    ProjectileObject = StrategyCenterArtilleryShell
 280    FireFX = WeaponFX_GenericTankGunNoTracer
 281    ProjectileDetonationFX = FX_StrategyCenterBarrage
 282    FireSound = StrategyCenter_ArtilleryRound
 283    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 284    DelayBetweenShots = 7000              ; time between shots, msec
 285    ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
 286    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 287    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
 288  
 289    ; note, these only apply to units that aren't the explicit target 
 290    ; (ie, units that just happen to "get in the way"... projectiles
 291    ; always collide with the Designated Target, regardless of these flags
 292    ProjectileCollidesWith = STRUCTURES WALLS 
 293  End
 294  
 295  ;------------------------------------------------------------------------------
 296  Weapon BattleMasterTankGun
 297    PrimaryDamage           = 60.0
 298    PrimaryDamageRadius     = 5.0
 299    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 300    AttackRange             = 150.0
 301    MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
 302    MaxTargetPitch          = 15                          ; ditto
 303    DamageType              = ARMOR_PIERCING
 304    DeathType               = NORMAL
 305    WeaponSpeed             = 400                           ; dist/sec 
 306    WeaponRecoil            = 5                            ; angle to deflect the model when firing
 307    ProjectileObject        = BattleMasterTankShell
 308    FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
 309    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
 310    ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
 311    FireSound               = BattlemasterTankWeapon
 312    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
 313    DelayBetweenShots       = 2000               ; time between shots, msec
 314    ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
 315    ClipReloadTime          = 0              ; how long to reload a Clip, msec
 316    WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
 317  
 318    ; note, these only apply to units that aren't the explicit target 
 319    ; (ie, units that just happen to "get in the way"... projectiles
 320    ; always collide with the Designated Target, regardless of these flags
 321    ProjectileCollidesWith  = STRUCTURES WALLS 
 322  End
 323  
 324  ;------------------------------------------------------------------------------
 325  Weapon CrusaderTankGun
 326    PrimaryDamage           = 60.0
 327    PrimaryDamageRadius     = 5.0
 328    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 329    AttackRange             = 150.0
 330    MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
 331    MaxTargetPitch          = 15                          ; ditto
 332    DamageType              = ARMOR_PIERCING
 333    DeathType               = NORMAL
 334    WeaponSpeed             = 400                           ; dist/sec 
 335    WeaponRecoil            = 5                            ; angle to deflect the model when firing
 336    ProjectileObject        = GenericTankShell
 337    FireFX                  = WeaponFX_GenericTankGunNoTracer
 338    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
 339    ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
 340    FireSound               = CrusaderTankWeapon
 341    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
 342    DelayBetweenShots       = 2000               ; time between shots, msec
 343    ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
 344    ClipReloadTime          = 0              ; how long to reload a Clip, msec
 345    ProjectileCollidesWith  = STRUCTURES WALLS 
 346  End
 347  
 348  ;------------------------------------------------------------------------------
 349  Weapon PaladinTankGun
 350    PrimaryDamage = 60.0
 351    PrimaryDamageRadius = 5.0
 352    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 353    AttackRange = 150.0
 354    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
 355    MaxTargetPitch = 15                          ; ditto
 356    DamageType = ARMOR_PIERCING
 357    DeathType = NORMAL
 358    WeaponSpeed = 300                           ; dist/sec 
 359    WeaponRecoil = 5                            ; angle to deflect the model when firing
 360    ProjectileObject = GenericTankShell
 361    FireFX           = WeaponFX_GenericTankGunNoTracer
 362    VeterancyFireFX  = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
 363    ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
 364    FireSound = PaladinTankWeapon
 365    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 366    DelayBetweenShots = 2000               ; time between shots, msec
 367    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 368    ClipReloadTime = 0              ; how long to reload a Clip, msec
 369  
 370    ; note, these only apply to units that aren't the explicit target 
 371    ; (ie, units that just happen to "get in the way"... projectiles
 372    ; always collide with the Designated Target, regardless of these flags
 373    ProjectileCollidesWith = STRUCTURES WALLS 
 374  End
 375  
 376  ;------------------------------------------------------------------------------
 377  Weapon PaladinPointDefenseLaser
 378    PrimaryDamage       = 100.0
 379    PrimaryDamageRadius = 0.0
 380    AttackRange         = 65.0 
 381    DamageType          = LASER
 382    DeathType           = LASERED
 383    WeaponSpeed         = 999999.0     ; dist/sec 
 384    DelayBetweenShots   = 1000         ; time between shots, msec
 385    ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
 386    ClipReloadTime      = 0            ; how long to reload a Clip, msec
 387    AcceptableAimDelta  = 180          ; Don't need to turn at all.
 388    AntiSmallMissile    = Yes
 389    AntiProjectile      = No
 390    LaserName           = PointDefenseLaserBeam
 391    LaserBoneName       = LASER
 392    FireFX              = WeaponFX_PaladinPointDefenseLaser
 393  End
 394  
 395  
 396  ;------------------------------------------------------------------------------
 397  Weapon AvengerPointDefenseLaserOne
 398    PrimaryDamage       = 100.0
 399    PrimaryDamageRadius = 0.0
 400    AttackRange         = 100.0 
 401    DamageType          = LASER
 402    DeathType           = LASERED
 403    WeaponSpeed         = 999999.0     ; dist/sec 
 404    DelayBetweenShots   = 500         ; time between shots, msec
 405    ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
 406    ClipReloadTime      = 0            ; how long to reload a Clip, msec
 407    AcceptableAimDelta  = 180          ; Don't need to turn at all.
 408    AntiSmallMissile    = Yes
 409    AntiProjectile      = Yes
 410    LaserName           = AvengerPointDefenseLaserBeam
 411    LaserBoneName       = LazerSpot01
 412    FireFX              = WeaponFX_PaladinPointDefenseLaser
 413  End
 414  
 415  ;------------------------------------------------------------------------------
 416  Weapon AvengerPointDefenseLaserTwo
 417    PrimaryDamage       = 100.0
 418    PrimaryDamageRadius = 0.0
 419    AttackRange         = 100.0 
 420    DamageType          = LASER
 421    DeathType           = LASERED
 422    WeaponSpeed         = 999999.0     ; dist/sec 
 423    DelayBetweenShots   = 500         ; time between shots, msec
 424    ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
 425    ClipReloadTime      = 0            ; how long to reload a Clip, msec
 426    AcceptableAimDelta  = 180          ; Don't need to turn at all.
 427    AntiSmallMissile    = Yes
 428    AntiProjectile      = Yes
 429    LaserName           = AvengerPointDefenseLaserBeam
 430    LaserBoneName       = LazerSpot02
 431    FireFX              = WeaponFX_PaladinPointDefenseLaser
 432  End
 433  
 434  ;------------------------------------------------------------------------------
 435  Weapon AvengerAirLaserOne 
 436    PrimaryDamage         = 10.0
 437    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
 438    AttackRange           = 300.0
 439    DamageType            = SMALL_ARMS
 440    DeathType             = NORMAL
 441    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
 442    ;WeaponSpeed           = 10.0          ; dist/sec (huge value == effectively instant)
 443    LaserName             = AvengerLaserBeam
 444    LaserBoneName         = TurretFX01
 445  ;  FireFX                = WeaponFX_PaladinPointDefenseLaser
 446  ;  VeterancyFireFX       = HEROIC WeaponFX_PaladinPointDefenseLaser
 447    FireSound             = AvengerAirLaserWeapon
 448    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
 449    DelayBetweenShots     = 200               ; time between shots, msec
 450    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
 451    ClipReloadTime        = 0              ; how long to reload a Clip, msec
 452    AntiAirborneVehicle   = Yes
 453    AntiAirborneInfantry  = No
 454    AntiGround = No
 455    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
 456    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
 457  End
 458  
 459  ;------------------------------------------------------------------------------
 460  Weapon AvengerAirLaserTwo
 461    PrimaryDamage         = 10.0
 462    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
 463    AttackRange           = 300.0
 464    DamageType            = SMALL_ARMS
 465    DeathType             = NORMAL
 466    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
 467    ;WeaponSpeed           = 10.0          ; dist/sec (huge value == effectively instant)
 468    LaserName             = AvengerLaserBeam
 469    LaserBoneName         = TurretFX02
 470  ;  FireFX                = WeaponFX_PaladinPointDefenseLaser
 471  ;  VeterancyFireFX       = HEROIC WeaponFX_PaladinPointDefenseLaser
 472    FireSound             = AvengerAirLaserWeapon
 473    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
 474    DelayBetweenShots     = 200               ; time between shots, msec
 475    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
 476    ClipReloadTime        = 0              ; how long to reload a Clip, msec
 477    AntiAirborneVehicle   = Yes
 478    AntiAirborneInfantry  = No
 479    AntiGround = No
 480    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
 481    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
 482  End
 483  
 484  ;------------------------------------------------------------------------------
 485  Weapon AvengerTargetDesignator
 486    PrimaryDamage       = 200.0       ; How long (msec) we put the status on the target (should equal or exceed DelayBetweenShots)
 487    PrimaryDamageRadius = 0.0
 488    AttackRange         = 200.0 
 489    DamageType          = STATUS      ; We put an Object Status on the target
 490    DamageStatusType    = FAERIE_FIRE ; And here is what
 491    WeaponSpeed         = 999999.0     ; dist/sec 
 492    DelayBetweenShots   = 200         ; time between shots, msec
 493    ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
 494    ClipReloadTime      = 0            ; how long to reload a Clip, msec
 495    LaserName           = AvengerTargetingLaserBeam
 496    LaserBoneName       = TurretFX03
 497    FireFX              = WeaponFX_AvengerTargetDesignator
 498    FireSound           = AvengerPaintWeaponLoop
 499    FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
 500  End
 501  
 502  
 503  ;------------------------------------------------------------------------------
 504  Weapon TechnicalCannonWeapon
 505    PrimaryDamage             = 45.0
 506    PrimaryDamageRadius       = 25.0
 507    ScatterRadiusVsInfantry   = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 508    AttackRange               = 150.0
 509    MinTargetPitch            = -15                         ; we may not target anything outside of this pitch range
 510    MaxTargetPitch            = 15                          ; ditto
 511    DamageType                = COMANCHE_VULCAN  
 512    DeathType                 = EXPLODED
 513    WeaponSpeed               = 300                          ; dist/sec 
 514    WeaponRecoil              = 5                            ; angle to deflect the model when firing
 515    ProjectileObject          = GenericTankShell
 516    FireFX                    = WeaponFX_GenericTankGunNoTracer
 517    ProjectileDetonationFX    = WeaponFX_GenericTankShellDetonation
 518    FireSound                 = ScorpionTankWeapon
 519    RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
 520    DelayBetweenShots         = 1000                     ; time between shots, msec
 521    ClipSize                  = 0                                ; how many shots in a Clip (0 == infinite)
 522    ClipReloadTime            = 0                          ; how long to reload a Clip, msec
 523    WeaponBonus               = PLAYER_UPGRADE DAMAGE 125%    ; APBullets
 524    ProjectileCollidesWith    = STRUCTURES WALLS 
 525  End
 526  
 527  ;------------------------------------------------------------------------------
 528  ; end new "shell based" tank weapons
 529  ;------------------------------------------------------------------------------
 530  ;------------------------------------------------------------------------------
 531  ;------------------------------------------------------------------------------
 532  
 533  ;------------------------------------------------------------------------------
 534  Weapon CrusaderMachineGun
 535    PrimaryDamage = 10.0
 536    PrimaryDamageRadius = 25.0
 537    AttackRange = 150.0
 538    DamageType = SMALL_ARMS
 539    DeathType = NORMAL
 540    WeaponSpeed = 600         ; dist/sec 
 541    ProjectileObject = NONE
 542    FireFX = WeaponFX_GenericTankGun
 543    FireSound = GenericMachineGunFire
 544    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 545    DelayBetweenShots = 200               ; time between shots, msec
 546    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 547    ClipReloadTime = 0              ; how long to reload a Clip, msec
 548  End
 549  
 550  ;-------------------------------------------------------------------------------
 551  Weapon TunnelNetworkGun
 552    PrimaryDamage = 10.0
 553    PrimaryDamageRadius = 0.0
 554    AttackRange = 175.0
 555    DamageType = SMALL_ARMS
 556    DeathType = NORMAL
 557    WeaponSpeed = 600         ; dist/sec 
 558    ProjectileObject = NONE
 559    FireFX = WeaponFX_TechnicalGunFire
 560    FireSound =   HumveeWeapon
 561    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 562    DelayBetweenShots = 250         ; time between shots, msec
 563    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 564    ClipReloadTime = 0              ; how long to reload a Clip, msec
 565  End
 566  
 567  ;-------------------------------------------------------------------------------
 568  Weapon TunnelNetworkGunDUMMY
 569    PrimaryDamage = 0.01
 570    PrimaryDamageRadius = 0.0
 571    AttackRange = 175.0
 572    DamageType = SMALL_ARMS
 573    DeathType = NORMAL
 574    WeaponSpeed = 99999         ; dist/sec 
 575    ProjectileObject = NONE
 576    DelayBetweenShots = 1000         ; time between shots, msec
 577    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 578    ClipReloadTime = 0              ; how long to reload a Clip, msec
 579  End
 580  
 581  ;------------------------------------------------------------------------------
 582  Weapon SentryDroneGun
 583    PrimaryDamage = 8.0
 584    PrimaryDamageRadius = 0.0
 585    AttackRange = 150.0
 586    DamageType = COMANCHE_VULCAN  
 587    DeathType = NORMAL
 588    WeaponSpeed = 600         ; dist/sec 
 589    ProjectileObject = NONE
 590    FireFX = WeaponFX_SentryDroneGunFire
 591    VeterancyFireFX  = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
 592    FireSound = SentryDroneWeapon
 593    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 594    DelayBetweenShots = 200         ; time between shots, msec
 595    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 596    ClipReloadTime = 0              ; how long to reload a Clip, msec
 597  End
 598  
 599  
 600  ;------------------------------------------------------------------------------
 601  Weapon HumveeGun 
 602    PrimaryDamage = 10.0  ; 8.0 
 603    PrimaryDamageRadius = 0.0
 604    AttackRange = 150.0
 605    DamageType = COMANCHE_VULCAN  
 606    DeathType = NORMAL
 607    WeaponSpeed = 600         ; dist/sec 
 608    ProjectileObject = NONE
 609    FireFX = WeaponFX_TechnicalGunFire
 610    VeterancyFireFX  = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
 611    FireSound = HumveeWeapon
 612    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 613    DelayBetweenShots = 200         ; time between shots, msec
 614    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 615    ClipReloadTime = 0              ; how long to reload a Clip, msec
 616  End
 617  
 618  ;------------------------------------------------------------------------------
 619  Weapon HumveeMissileWeapon
 620    PrimaryDamage = 30.0            
 621    PrimaryDamageRadius = 5.0      
 622    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 623    AttackRange = 150.0
 624    DamageType = EXPLOSION          ; ignored for projectile weapons
 625    DeathType = EXPLODED
 626    WeaponSpeed = 600               ; ignored for projectile weapons
 627    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 628    ProjectileObject = HumveeMissile
 629    ProjectileExhaust = TowMissileExhaust
 630    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 631    DelayBetweenShots = 1000  ; time between shots, msec
 632    ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
 633    ClipReloadTime = 2000     how long to reload a Clip, msec
 634    AutoReloadsClip = Yes 
 635    FireSound = HumveeWeaponTOW
 636    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 637    AntiAirborneVehicle         = No
 638    AntiAirborneInfantry        = No
 639    AntiGround = Yes
 640  
 641    ; note, these only apply to units that aren't the explicit target 
 642    ; (ie, units that just happen to "get in the way"... projectiles
 643    ; always collide with the Designated Target, regardless of these flags
 644    ProjectileCollidesWith = STRUCTURES
 645  End
 646  
 647  ;------------------------------------------------------------------------------
 648  Weapon HumveeMissileWeaponAir
 649    PrimaryDamage = 50.0            
 650    PrimaryDamageRadius = 5.0      
 651    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 652    AttackRange = 320.0
 653    DamageType = EXPLOSION          ; ignored for projectile weapons
 654    DeathType = EXPLODED
 655    WeaponSpeed = 600               ; ignored for projectile weapons
 656    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 657    ProjectileObject            = PatriotMissile
 658    ProjectileExhaust = MissileExhaust
 659    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 660    DelayBetweenShots = 1000  ; time between shots, msec
 661    ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
 662    ClipReloadTime = 2000    ; how long to reload a Clip, msec
 663    AutoReloadsClip = Yes 
 664    FireSound = HumveeWeaponTOW
 665    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 666    AntiAirborneVehicle         = Yes
 667    AntiAirborneInfantry        = No
 668    AntiGround = No
 669  
 670    ; note, these only apply to units that aren't the explicit target 
 671    ; (ie, units that just happen to "get in the way"... projectiles
 672    ; always collide with the Designated Target, regardless of these flags
 673    ProjectileCollidesWith = STRUCTURES
 674  End
 675  
 676  ;------------------------------------------------------------------------------
 677  Weapon HellfireMissileWeapon
 678    PrimaryDamage = 40.0            
 679    PrimaryDamageRadius = 5.0      
 680    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 681    AttackRange = 150.0
 682    DamageType = EXPLOSION          ; ignored for projectile weapons
 683    DeathType = EXPLODED
 684    WeaponSpeed = 600               ; ignored for projectile weapons
 685    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 686    ProjectileObject = MissileDefenderMissile
 687    ProjectileExhaust = MissileDefenderMissileExhaust
 688    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 689    DelayBetweenShots = 1000  ; time between shots, msec
 690    ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
 691    ClipReloadTime = 2000    ; how long to reload a Clip, msec
 692    AutoReloadsClip = Yes 
 693    FireSound = MissileDefenderWeapon
 694    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 695    AntiAirborneVehicle         = No
 696    AntiAirborneInfantry        = No
 697    AntiGround = Yes
 698    AcceptableAimDelta    = 180.0 ; can fire facing any direction... drones are spazzes
 699  
 700    ; note, these only apply to units that aren't the explicit target 
 701    ; (ie, units that just happen to "get in the way"... projectiles
 702    ; always collide with the Designated Target, regardless of these flags
 703    ProjectileCollidesWith = STRUCTURES
 704  End
 705  
 706  
 707  
 708  
 709  ;------------------------------------------------------------------------------
 710  Weapon RangerAdvancedCombatRifle
 711    PrimaryDamage           = 5.0
 712    PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
 713    AttackRange             = 100.0
 714    DamageType              = SMALL_ARMS
 715    DeathType               = NORMAL
 716    WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
 717    ProjectileObject        = NONE
 718    FireFX                  = WeaponFX_GenericMachineGunFire
 719    VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
 720    FireSound               = RangerWeapon
 721    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
 722    DelayBetweenShots       = 100              ; time between shots, msec
 723    ClipSize                = 3                    ; how many shots in a Clip (0 == infinite)
 724    ClipReloadTime          = 700              ; how long to reload a Clip, msec
 725    WeaponBonus             = DRONE_SPOTTING RATE_OF_FIRE 200%
 726    WeaponBonus             = DRONE_SPOTTING RANGE        200%
 727    WeaponBonus             = DRONE_SPOTTING DAMAGE       200%
 728  End
 729  ;------------------------------------------------------------------------------
 730  Weapon CINE_RangerAdvancedCombatRifle
 731    PrimaryDamage           = 5.0
 732    PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
 733    AttackRange             = 999999.0
 734    DamageType              = SMALL_ARMS
 735    DeathType               = NORMAL
 736    WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
 737    ProjectileObject        = NONE
 738    FireFX                  = WeaponFX_GenericMachineGunFire
 739    VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
 740    FireSound               = RangerWeapon
 741    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
 742    DelayBetweenShots       = 100              ; time between shots, msec
 743    ClipSize                = 3                    ; how many shots in a Clip (0 == infinite)
 744    ClipReloadTime          = 700              ; how long to reload a Clip, msec
 745    WeaponBonus             = DRONE_SPOTTING RATE_OF_FIRE 200%
 746    WeaponBonus             = DRONE_SPOTTING RANGE        200% 
 747    WeaponBonus             = DRONE_SPOTTING DAMAGE       200% 
 748  End
 749  
 750  ;------------------------------------------------------------------------------
 751  Weapon MissileDefenderMissileWeapon
 752    PrimaryDamage               = 40.0            
 753    PrimaryDamageRadius         = 5.0     
 754    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 755    AttackRange                 = 175.0
 756    DamageType                  = INFANTRY_MISSILE
 757    DeathType                   = NORMAL
 758    WeaponSpeed                 = 600               
 759    ProjectileObject            = MissileDefenderMissile
 760    ProjectileExhaust           = MissileDefenderMissileExhaust
 761    VeterancyProjectileExhaust  = HEROIC HeroicMissileDefenderMissileExhaust
 762    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
 763    FireFX                      = FX_BuggyMissileIgnition
 764    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
 765    ScatterRadius               = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
 766    DelayBetweenShots           = 1000  ; time between shots, msec
 767    ClipSize                    = 0            ; how many shots in a Clip (0 == infinite)
 768    ClipReloadTime              = 0    ; how long to reload a Clip, msec
 769    AutoReloadsClip             = Yes 
 770    FireSound                   = MissileDefenderWeapon
 771    WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125%
 772    AntiAirborneVehicle         = Yes
 773    AntiAirborneInfantry        = Yes
 774    ProjectileCollidesWith      = STRUCTURES
 775  End
 776  
 777  ;------------------------------------------------------------------------------
 778  Weapon MissileDefenderLaserGuidedMissileWeapon
 779    PrimaryDamage = 40.0            
 780    PrimaryDamageRadius = 5.0       
 781    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 782    AttackRange = 300.0     ;Extending this range, allows the special ability to work better.
 783    DamageType = ARMOR_PIERCING     
 784    DeathType = NORMAL
 785    WeaponSpeed = 600               
 786    ProjectileObject = MissileDefenderMissile
 787    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
 788    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 789    ScatterRadius = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
 790    DelayBetweenShots = 500 ; time between shots, msec
 791    ClipSize = 0            ; how many shots in a Clip (0 == infinite)
 792    ClipReloadTime = 0    ; how long to reload a Clip, msec
 793    AutoReloadsClip = Yes 
 794    FireSound = MissileDefenderWeapon
 795    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
 796    AntiAirborneVehicle = Yes
 797    AntiAirborneInfantry = Yes
 798  
 799    ; note, these only apply to units that aren't the explicit target 
 800    ; (ie, units that just happen to "get in the way"... projectiles
 801    ; always collide with the Designated Target, regardless of these flags
 802    ProjectileCollidesWith = STRUCTURES
 803  End
 804  
 805  ;------------------------------------------------------------------------------
 806  Weapon GLAJarmenKellRifle
 807    PrimaryDamage = 180.0
 808    PrimaryDamageRadius = 0.0
 809    AttackRange = 225.0
 810    DamageType = SNIPER
 811    DeathType = NORMAL
 812    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
 813    ProjectileObject = NONE
 814    FireFX = WeaponFX_GenericMachineGunFire
 815    FireSound = JarmenKellWeapon
 816    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 817    DelayBetweenShots = 1000               ; time between shots, msec
 818    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 819    ClipReloadTime = 0              ; how long to reload a Clip, msec
 820    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 821  End
 822  
 823  ;------------------------------------------------------------------------------
 824  ;Jarmen Kell on a bike
 825  ;------------------------------------------------------------------------------
 826  Weapon GLABikerKellSniperRifle
 827    PrimaryDamage = 180.0
 828    PrimaryDamageRadius = 0.0
 829    AttackRange = 225.0
 830    DamageType = SNIPER
 831    DeathType = NORMAL
 832    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
 833    ProjectileObject = NONE
 834    FireFX = WeaponFX_GenericMachineGunFire
 835    FireSound = JarmenKellWeapon
 836    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 837    DelayBetweenShots = 750         ; time between shots, msec
 838    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 839    ClipReloadTime = 0              ; how long to reload a Clip, msec
 840    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 841    AcceptableAimDelta    = 20.0
 842  End
 843  
 844  
 845  ;------------------------------------------------------------------------------
 846  Weapon CINE_GLAJarmenKellRifle
 847    PrimaryDamage = 180.0
 848    PrimaryDamageRadius = 0.0
 849    AttackRange = 999999.0
 850    DamageType = SNIPER
 851    DeathType = NORMAL
 852    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
 853    ProjectileObject = NONE
 854    FireFX = WeaponFX_GenericMachineGunFire
 855    FireSound = JarmenKellWeapon
 856    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 857    DelayBetweenShots = 1000               ; time between shots, msec
 858    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 859    ClipReloadTime = 0              ; how long to reload a Clip, msec
 860    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 861  End
 862  
 863  ;------------------------------------------------------------------------------
 864  Weapon CINE_USAPathfinderSniperRifle
 865    PrimaryDamage = 100.0
 866    PrimaryDamageRadius = 0.0
 867    AttackRange = 999999.0
 868    DamageType = SNIPER
 869    DeathType = NORMAL
 870    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
 871    ProjectileObject = NONE
 872    FireFX = WeaponFX_GenericMachineGunFire                   ; so the ground lighting effects do not give away position while stealthed
 873    FireSound = PathfinderWeapon
 874    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 875    DelayBetweenShots = 2000               ; time between shots, msec
 876    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 877    ClipReloadTime = 0              ; how long to reload a Clip, msec
 878    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 879  End
 880  ;------------------------------------------------------------------------------
 881  Weapon USAPathfinderSniperRifle
 882    PrimaryDamage = 100.0
 883    PrimaryDamageRadius = 0.0
 884    AttackRange = 300.0
 885    DamageType = SNIPER
 886    DeathType = NORMAL
 887    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
 888    ProjectileObject = NONE
 889    FireFX = WeaponFX_GenericMachineGunFire                   ; so the ground lighting effects do not give away position while stealthed
 890    FireSound = PathfinderWeapon
 891    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 892    DelayBetweenShots = 2000               ; time between shots, msec
 893    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 894    ClipReloadTime = 0              ; how long to reload a Clip, msec
 895    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 896  End
 897  
 898  ;------------------------------------------------------------------------------
 899  Weapon GLAJarmenKellVehiclePilotSniperRifle
 900    PrimaryDamage = 1.0
 901    PrimaryDamageRadius = 0.0
 902    AttackRange = 225.0
 903    DamageType = KILL_PILOT
 904    DeathType = NORMAL
 905    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
 906    ProjectileObject = NONE
 907    FireFX                = WeaponFX_GenericMachineGunFire
 908    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
 909    FireSound = JarmenKellWeaponSnipe
 910    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 911    DelayBetweenShots = 0           ; time between shots, msec
 912    ClipSize = 1                    ; how many shots in a Clip (0 == infinite)
 913    ClipReloadTime = 30000          ; how long to reload a Clip, msec
 914    AutoReloadsClip = Yes
 915  End
 916  
 917  
 918  
 919  ;------------------------------------------------------------------------------
 920  Weapon ColonelBurtonSniperRifleWeapon
 921    PrimaryDamage         = 40.0
 922    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
 923    AttackRange           = 125.0
 924    DamageType            = SMALL_ARMS
 925    DeathType             = NORMAL
 926    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
 927    ProjectileObject      = NONE
 928    FireFX                = WeaponFX_GenericMachineGunFire
 929    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
 930    FireSound             = SentryDroneWeapon ;ColonelBurtonWeapon 
 931    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
 932    DelayBetweenShots     = 100        ; time between shots, msec
 933    ClipSize              = 3                    ; how many shots in a Clip (0 == infinite)
 934    ClipReloadTime        = 500              ; how long to reload a Clip, msec
 935  End
 936  
 937  ;------------------------------------------------------------------------------
 938  Weapon ColonelBurtonKnifeWeapon
 939    LeechRangeWeapon = Yes
 940    PrimaryDamage         = 10000.0         ; always kills target in one hit
 941    PrimaryDamageRadius   = 0.0             ; 0 primary radius means "hits only intended victim"
 942    AttackRange           = 3.0
 943    DamageType            = MELEE
 944    DeathType             = NORMAL
 945    WeaponSpeed           = 999999.0        ; dist/sec (huge value == effectively instant)
 946    ProjectileObject      = NONE
 947    FireFX                = NONE;!
 948    FireSound             = HeroUSAKnifeAttack
 949    DelayBetweenShots     = 0            ; time between shots, msec
 950    ClipSize              = 1               ; how many shots in a Clip (0 == infinite)
 951    ClipReloadTime        = 1367               ; how long to reload a Clip, msec
 952    PreAttackDelay        = 833             ; 833 is natural time of the stabbing animation.
 953    PreAttackType         = PER_ATTACK ; Do the delay each time we attack a new target
 954  End
 955  
 956  ;------------------------------------------------------------------------------
 957  Weapon GLARebelMachineGun
 958    PrimaryDamage         = 5.0
 959    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
 960    AttackRange           = 100.0
 961    DamageType            = SMALL_ARMS
 962    DeathType             = NORMAL
 963    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
 964    ProjectileObject      = NONE
 965    FireFX                = WeaponFX_GenericMachineGunFire
 966    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX
 967    FireSound             = RebelWeapon
 968    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
 969    DelayBetweenShots     = 100               ; time between shots, msec
 970    ClipSize              = 3                    ; how many shots in a Clip (0 == infinite)
 971    ClipReloadTime        = 700              ; how long to reload a Clip, msec
 972    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 973  End
 974  
 975  ;------------------------------------------------------------------------------
 976  Weapon GLARebelBikerMachineGun
 977    PrimaryDamage         = 8.0
 978    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
 979    AttackRange           = 150.0
 980    DamageType            = SMALL_ARMS
 981    DeathType             = NORMAL
 982    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
 983    ProjectileObject      = NONE
 984    FireFX                = WeaponFX_QuadCannonGunFire
 985    VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
 986    FireSound             = CombatCycleRebelWeapon
 987    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
 988    DelayBetweenShots     = 100 ;500               ; time between shots, msec
 989    ClipSize              = 6                ; how many shots in a Clip (0 == infinite)
 990    ClipReloadTime        = 700              ; how long to reload a Clip, msec
 991    AntiAirborneVehicle   = No
 992    AntiAirborneInfantry  = No
 993    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
 994    AcceptableAimDelta    = 20.0
 995  End
 996  
 997  ;------------------------------------------------------------------------------
 998  ;*********************** Cinematic Only ***************************************
 999  Weapon CINE_GLARebelMachineGun
1000    PrimaryDamage         = 5.0
1001    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1002    AttackRange           = 250.0
1003    DamageType            = SMALL_ARMS
1004    DeathType             = NORMAL
1005    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1006    ProjectileObject      = NONE
1007    FireFX                = WeaponFX_GenericMachineGunFire
1008    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX
1009    FireSound             = RebelWeapon
1010    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1011    DelayBetweenShots     = 100               ; time between shots, msec
1012    ClipSize              = 3                    ; how many shots in a Clip (0 == infinite)
1013    ClipReloadTime        = 700              ; how long to reload a Clip, msec
1014    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
1015  End
1016  
1017  ;------------------------------------------------------------------------------
1018  Weapon RedguardMachineGun
1019    PrimaryDamage         = 15.0
1020    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1021    AttackRange           = 100.0
1022    DamageType            = SMALL_ARMS
1023    DeathType             = NORMAL
1024    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1025    ProjectileObject      = NONE
1026    FireFX                = WeaponFX_GenericMachineGunFire
1027    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
1028    FireSound             = RedGuardWeapon
1029    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1030    DelayBetweenShots     = 1000               ; time between shots, msec
1031    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1032    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1033  End
1034  
1035  ;------------------------------------------------------------------------------
1036  Weapon ChinaOfficerMachineGun
1037    PrimaryDamage         = 50.0
1038    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1039    AttackRange           = 100.0
1040    DamageType            = SNIPER
1041    DeathType             = NORMAL
1042    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1043    ProjectileObject      = NONE
1044    FireFX                = WeaponFX_GenericMachineGunFire
1045    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
1046    FireSound             = RedGuardWeapon
1047    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1048    DelayBetweenShots     = 1000               ; time between shots, msec
1049    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1050    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1051  End
1052  
1053  ;------------------------------------------------------------------------------
1054  Weapon AmericaOfficerMachineGun
1055    PrimaryDamage         = 20.0
1056    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1057    AttackRange           = 100.0
1058    DamageType            = SNIPER
1059    DeathType             = NORMAL
1060    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1061    ProjectileObject      = NONE
1062    FireFX                = WeaponFX_GenericMachineGunFire
1063    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
1064    FireSound             = HeroUSAKnifeAttack
1065    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1066    DelayBetweenShots     = 1000               ; time between shots, msec
1067    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1068    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1069  End
1070  
1071  ;------------------------------------------------------------------------------
1072  Weapon RedguardBayonet
1073    PrimaryDamage = 10000.0         ; always kills target in one hit
1074    PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
1075    AttackRange = 2.0
1076    DamageType = MELEE
1077    DeathType = NORMAL
1078    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
1079    ProjectileObject = NONE
1080    FireFX = WeaponFX_GenericMachineGunFire
1081    FireSound = HeroUSAKnifeAttack
1082    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1083    DelayBetweenShots = 1900        ; time between shots, msec
1084    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
1085    ClipReloadTime = 0              ; how long to reload a Clip, msec
1086    PreAttackDelay = 1400
1087    PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target
1088  End
1089  
1090  ;------------------------------------------------------------------------------
1091  Weapon GattlingTankGun
1092    PrimaryDamage         = 15.0 
1093    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1094    AttackRange           = 150.0
1095    DamageType            = Gattling
1096    DeathType             = NORMAL
1097    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1098    ProjectileObject      = NONE
1099    FireFX                = WeaponFX_GattlingTankMachineGunFire
1100    VeterancyFireFX       = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers
1101    FireSound             = GattlingTankWeapon
1102    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1103    DelayBetweenShots     = 400               ; time between shots, msec
1104    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1105    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1106    ContinuousFireOne     = 2 ; How many shots at the same target constitute "Continuous Fire"
1107    ContinuousFireTwo     = 6 ; How many shots at the same target constitute "Continuous Fire Two"
1108    ContinuousFireCoast   = 1000 ; msec we can coast without firing before we lose Continuous Fire
1109    WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
1110    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)
1111    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
1112    AntiAirborneVehicle   = No
1113    AntiAirborneInfantry  = No
1114    AntiGround = Yes
1115  End
1116  
1117  ;------------------------------------------------------------------------------
1118  Weapon GattlingTankGunAir
1119    PrimaryDamage         = 12.0
1120    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1121    AttackRange           = 350.0
1122    DamageType            = SMALL_ARMS
1123    DeathType             = NORMAL
1124    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1125    ProjectileObject      = NONE
1126    FireFX                = WeaponFX_GattlingTankMachineGunFire
1127    VeterancyFireFX       = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers
1128    FireSound             = GattlingTankWeapon
1129    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1130    DelayBetweenShots     = 400               ; time between shots, msec
1131    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1132    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1133    ContinuousFireOne     = 3 ; How many shots at the same target constitute "Continuous Fire"
1134    ContinuousFireTwo     = 6 ; How many shots at the same target constitute "Continuous Fire Two"
1135    ContinuousFireCoast   = 2000 ; msec we can coast without firing before we lose Continuous Fire
1136    WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
1137    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)
1138    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
1139    AntiAirborneVehicle   = Yes
1140    AntiAirborneInfantry  = Yes
1141    AntiGround            = No
1142  End
1143  
1144  ;------------------------------------------------------------------------------
1145  Weapon GattlingBuildingGun
1146    PrimaryDamage         = 10.0 ;5.0
1147    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1148    AttackRange           = 225.0
1149    DamageType            = Gattling
1150    DeathType             = NORMAL
1151    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1152    ProjectileObject      = NONE
1153    FireFX                = WeaponFX_GattlingCannonMachineGunFire
1154    VeterancyFireFX       = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers
1155    FireSound             = GattlingCannonWeapon
1156    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1157    DelayBetweenShots     = 250               ; time between shots, msec
1158    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1159    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1160    ContinuousFireOne     = 1 ; How many shots at the same target constitute "Continuous Fire"
1161    ContinuousFireTwo     = 5 ; How many shots at the same target constitute "Continuous Fire Two"
1162    ContinuousFireCoast   = 2000 ; msec we can coast without firing before we lose Continuous Fire
1163    WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
1164    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)
1165    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
1166    AntiAirborneVehicle   = No
1167    AntiAirborneInfantry  = No
1168    AntiSmallMissile      = No
1169    AntiBallisticMissile  = No
1170    AntiGround            = Yes
1171  End
1172  ;------------------------------------------------------------------------------
1173  Weapon SpectreGattlingGun
1174    PrimaryDamage         = 90.0 
1175    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1176    AttackRange           = 2222.0 ; huge range
1177    DamageType            = Gattling
1178    DeathType             = NORMAL
1179    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1180    ProjectileObject      = NONE
1181    FireFX                = WeaponFX_SpectreGattlingMuzzleFlash
1182    VeterancyFireFX       = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers
1183    FireSound             = SpectreGunshipGattlingWeapon
1184    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1185    DelayBetweenShots     = 100               ; time between shots, msec
1186    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1187    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1188    ContinuousFireOne     = 1 ; How many shots at the same target constitute "Continuous Fire"
1189    ContinuousFireTwo     = 2 ; How many shots at the same target constitute "Continuous Fire Two"
1190    ContinuousFireCoast   = 2000 ; msec we can coast without firing before we lose Continuous Fire
1191    WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
1192    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)
1193  ; WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
1194    AntiAirborneVehicle   = No
1195    AntiAirborneInfantry  = No
1196    AntiSmallMissile      = No
1197    AntiBallisticMissile  = No
1198    AntiGround            = Yes
1199  End
1200  ;------------------------------------------------------------------------------
1201  Weapon SpectreHowitzerGun 
1202    PrimaryDamage          = 80.0 
1203    PrimaryDamageRadius    = 25.0       ; 0 primary radius means "hits only intended victim"
1204    AttackRange            = 2222.0    ; huge range
1205    DamageType             = EXPLOSION
1206    DeathType              = EXPLODED
1207    WeaponSpeed            = 999.0          ; dist/sec (huge value == effectively instant)
1208    AcceptableAimDelta     = 180.0 ;;;; can fire facing any direction... allows gunship to shoot sideways
1209    ProjectileObject       = SpectreHowitzerShell
1210    FireFX                 = WeaponFX_GenericTankGunNoTracer
1211    VeterancyFireFX        = HEROIC WeaponFX_GenericTankGunNoTracer
1212    ProjectileDetonationFX = FX_SpectreHowitzerExplosion
1213    FireSound              = StrategyCenter_ArtilleryRound
1214    RadiusDamageAffects    = ALLIES ENEMIES NEUTRALS
1215    DelayBetweenShots      = 777               ; time between shots, msec
1216    ClipSize               = 0                    ; how many shots in a Clip (0 == infinite)
1217    ClipReloadTime         = 0              ; how long to reload a Clip, msec
1218    ContinuousFireOne      = 1 ; How many shots at the same target constitute "Continuous Fire"
1219    ContinuousFireTwo      = 2 ; How many shots at the same target constitute "Continuous Fire Two"
1220    ContinuousFireCoast    = 2000 ; msec we can coast without firing before we lose Continuous Fire
1221    WeaponBonus            = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 150% ; When the object achieves this state, this weapon gets double the rate of fire
1222    WeaponBonus            = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 200% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these  bonuses, you shoot at (40, 20, 10)
1223  ; WeaponBonus            = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
1224    AntiAirborneVehicle    = No
1225    AntiAirborneInfantry   = No
1226    AntiSmallMissile       = No
1227    AntiBallisticMissile   = No
1228    AntiGround             = Yes
1229    ProjectileCollidesWith = STRUCTURES WALLS 
1230  End
1231  
1232  
1233  ;------------------------------------------------------------------------------
1234  Weapon GattlingBuildingGunAir 
1235    PrimaryDamage         = 5.0
1236    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
1237    AttackRange           = 400.0
1238    DamageType            = SMALL_ARMS
1239    DeathType             = NORMAL
1240    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1241    ProjectileObject      = NONE
1242    FireFX                = WeaponFX_GattlingCannonMachineGunFire
1243    VeterancyFireFX       = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers
1244    FireSound             = GattlingCannonWeapon
1245    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1246    DelayBetweenShots     = 250               ; time between shots, msec
1247    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1248    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1249    ContinuousFireOne     = 1 ; How many shots at the same target constitute "Continuous Fire"
1250    ContinuousFireTwo     = 5 ; How many shots at the same target constitute "Continuous Fire Two"
1251    ContinuousFireCoast   = 2000 ; msec we can coast without firing before we lose Continuous Fire
1252    WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
1253    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)
1254    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
1255    AntiAirborneVehicle   = Yes
1256    AntiAirborneInfantry  = Yes
1257    AntiSmallMissile      = No
1258    AntiBallisticMissile  = Yes
1259    AntiGround            = No
1260  End
1261  
1262  ;Given to the overlord tank so it's AI can target air manually from out of range. Must match
1263  ;GattlingBuildingGunAir's range
1264  ;------------------------------------------------------------------------------
1265  Weapon GattlingBuildingGunAirDummy
1266    PrimaryDamage         = 0.0001
1267    PrimaryDamageRadius   = 0.0            ; 0 primary radius means "hits only intended victim"
1268    AttackRange           = 400.0
1269    DamageType            = SMALL_ARMS
1270    DeathType             = NORMAL
1271    WeaponSpeed           = 999999.0       ; dist/sec (huge value == effectively instant)
1272    ProjectileObject      = NONE
1273    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1274    DelayBetweenShots     = 500            ; time between shots, msec
1275    ClipSize              = 0              ; how many shots in a Clip (0 == infinite)
1276    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1277    AntiAirborneVehicle   = Yes
1278    AntiAirborneInfantry  = Yes
1279    AntiSmallMissile      = No
1280    AntiBallisticMissile  = Yes
1281    AntiGround            = No
1282  End
1283  
1284  ;------------------------------------------------------------------------------
1285  Weapon WatchTowerMachineGun
1286    PrimaryDamage = 10.0
1287    PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
1288    AttackRange = 100.0
1289    DamageType = SMALL_ARMS
1290    DeathType = NORMAL
1291    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
1292    ProjectileObject = NONE
1293    FireFX                = WeaponFX_GenericMachineGunFire
1294    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
1295    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1296    DelayBetweenShots = 500               ; time between shots, msec
1297    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
1298    ClipReloadTime = 0              ; how long to reload a Clip, msec
1299  End
1300  
1301  ;------------------------------------------------------------------------------
1302  Weapon CommandoMachineGun
1303    PrimaryDamage = 10.0
1304    PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
1305    AttackRange = 80.0
1306    DamageType = SMALL_ARMS
1307    DeathType = NORMAL
1308    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
1309    ProjectileObject = NONE
1310    FireFX                = WeaponFX_GenericMachineGunFire
1311    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
1312    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1313    DelayBetweenShots = 500               ; time between shots, msec
1314    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
1315    ClipReloadTime = 0              ; how long to reload a Clip, msec
1316  End
1317  
1318  ;------------------------------------------------------------------------------
1319  Weapon Comanche20mmCannonWeapon
1320    PrimaryDamage               = 6.0
1321    PrimaryDamageRadius         = 0.0       ; 0 primary radius means "hits only intended victim"
1322    AttackRange                 = 200.0      
1323    MinimumAttackRange          = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
1324    DamageType                  = COMANCHE_VULCAN  ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms
1325    DeathType                   = NORMAL
1326    WeaponSpeed                 = 999999.0          ; dist/sec (huge value == effectively instant)
1327    ProjectileObject            = NONE
1328    FireSound                   = ComancheWeaponMachineGun
1329    FireFX                      = WeaponFX_Comanche20mmCannonFire
1330    VeterancyFireFX             = HEROIC WeaponFX_HeroicComanche20mmCannonFire
1331    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
1332    DelayBetweenShots           = 100         ; time between shots, msec
1333    ClipSize                    = 0                    ; how many shots in a Clip (0 == infinite)
1334    ClipReloadTime              = 0              ; how long to reload a Clip, msec
1335    AntiAirborneVehicle         = No
1336    AntiAirborneInfantry        = Yes
1337  End
1338  
1339  ;------------------------------------------------------------------------------
1340  Weapon ComancheAntiTankMissileWeapon
1341    PrimaryDamage               = 50            
1342    PrimaryDamageRadius         = 5.0      
1343    SecondaryDamage             = 30.0          
1344    SecondaryDamageRadius       = 25.0    
1345    ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1346    AttackRange                 = 200.0
1347    MinimumAttackRange          = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
1348    DamageType                  = JET_MISSILES  ;not so good against base defenses and some other units.  
1349    DeathType                   = EXPLODED
1350    WeaponSpeed                 = 99999
1351    ProjectileObject            = ComancheAntiTankMissile
1352    ProjectileExhaust           = MissileExhaust
1353    VeterancyProjectileExhaust  = HEROIC HeroicComancheMissileExhaust
1354    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
1355    DelayBetweenShots           = 500            ; time between shots, msec
1356    ClipSize                    = 8             ; how many shots in a Clip (0 == infinite)
1357    AutoReloadsClip             = Yes
1358    ClipReloadTime              = 15000                      ; how long to reload a Clip, msec
1359    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)
1360    FireSound                   = ComancheMissileWeapon
1361    FireFX                      = None
1362    ProjectileDetonationFX      = WeaponFX_ComancheAntiTankMissileDetonation
1363    ProjectileCollidesWith      = STRUCTURES
1364    AntiAirborneVehicle         = No
1365    AntiAirborneInfantry        = No
1366    ShowsAmmoPips               = Yes
1367  End
1368  
1369  ;------------------------------------------------------------------------------
1370  Weapon ComancheAntiTankMissileWeapon2
1371    PrimaryDamage               = 50            
1372    PrimaryDamageRadius         = 5.0      
1373    SecondaryDamage             = 30.0          
1374    SecondaryDamageRadius       = 25.0    
1375    ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1376    AttackRange                 = 200.0
1377    MinimumAttackRange          = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
1378    DamageType                  = JET_MISSILES  ;not so good against base defenses and some other units.  
1379    DeathType                   = EXPLODED
1380    WeaponSpeed                 = 99999
1381    ProjectileObject            = ComancheAntiTankMissile
1382    ProjectileExhaust           = MissileExhaust
1383    VeterancyProjectileExhaust  = HEROIC HeroicComancheMissileExhaust
1384    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
1385    DelayBetweenShots           = 500            ; time between shots, msec
1386    ClipSize                    = 6              ; how many shots in a Clip (0 == infinite)
1387    AutoReloadsClip             = Yes
1388    ClipReloadTime              = 15000                      ; how long to reload a Clip, msec
1389    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)
1390    FireSound                   = ComancheMissileWeapon
1391    FireFX                      = None
1392    ProjectileDetonationFX      = WeaponFX_ComancheAntiTankMissileDetonation
1393    ProjectileCollidesWith      = STRUCTURES
1394    AntiAirborneVehicle         = No
1395    AntiAirborneInfantry        = No
1396    ShowsAmmoPips               = Yes
1397  End
1398  
1399  ;------------------------------------------------------------------------------
1400  Weapon ComancheRocketPodWeapon
1401    PrimaryDamage           = 30.0            
1402    PrimaryDamageRadius     = 5.0      
1403    SecondaryDamage         = 10.0          
1404    SecondaryDamageRadius   = 40.0   
1405    ScatterRadius           = 0;changed to zero, unless you want to soften the results of the table below
1406  
1407    ; @todo srj -- need better targets; these are copied from Scud Storm
1408    ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
1409    ; These specific points are an even distribution simulating a 150 ScatterRadius.
1410    ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
1411    ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
1412  
1413    ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below
1414    ScatterTarget           = X: 0.000 Y: 0.133
1415    ScatterTarget           = X: 0.133 Y:-0.200
1416    ScatterTarget           = X:-0.067 Y: 0.667
1417    ScatterTarget           = X: 0.300 Y: 0.300
1418    ScatterTarget           = X: 0.767 Y: 0.000       
1419    ScatterTarget           = X: 0.500 Y:-0.567        
1420    ScatterTarget           = X:-0.333 Y:-0.800        
1421    ScatterTarget           = X:-0.600 Y:-0.1333        
1422    ScatterTarget           = X:-0.567 Y: 0.433        
1423    ScatterTarget           = X: 0.000 Y: 0.133
1424    ScatterTarget           = X: 0.133 Y:-0.200
1425    ScatterTarget           = X:-0.067 Y: 0.667
1426    ScatterTarget           = X: 0.300 Y: 0.300
1427    ScatterTarget           = X: 0.767 Y: 0.000       
1428    ScatterTarget           = X: 0.500 Y:-0.567        
1429    ScatterTarget           = X:-0.333 Y:-0.800        
1430    ScatterTarget           = X:-0.600 Y:-0.1333        
1431    ScatterTarget           = X:-0.567 Y: 0.433        
1432    ScatterTarget           = X: 0.000 Y: 0.133
1433    ScatterTarget           = X: 0.133 Y:-0.200
1434  
1435    ScatterRadiusVsInfantry = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1436    AttackRange             = 200.0
1437    MinimumAttackRange      = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
1438    DamageType              = EXPLOSION
1439    DeathType               = EXPLODED
1440    WeaponSpeed             = 99999
1441    ProjectileObject        = ComancheRocketPodRocket
1442    ProjectileExhaust       = MissileExhaust
1443    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
1444    DelayBetweenShots       = 200    ; time between shots, msec
1445    ClipSize                = 20              ; how many shots in a Clip (0 == infinite)
1446    AutoReloadsClip         = Yes
1447    ClipReloadTime          = 30000                      ; how long to reload a Clip, msec
1448    FireSound               = ComancheRocketPodWeaponSound
1449    FireFX                  = None
1450    ProjectileDetonationFX  = WeaponFX_ComancheRocketPodRocketDetonation
1451    ProjectileCollidesWith  = STRUCTURES
1452    AntiAirborneVehicle     = No
1453    AntiAirborneInfantry    = No
1454  End
1455  
1456  ;------------------------------------------------------------------------------
1457  Weapon ToxinShellWeapon ; No extra damage, just lays down a damage field
1458    PrimaryDamage = 0.0
1459    PrimaryDamageRadius = 1.0      
1460    AttackRange = 100.0
1461    DamageType = EXPLOSION 
1462    DeathType = EXPLODED
1463    WeaponSpeed = 99999.0
1464    ProjectileObject = NONE
1465    FireFX = WeaponFX_ToxinShellWeapon
1466    FireOCL = OCL_PoisonFieldSmall
1467    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1468    DelayBetweenShots = 0                   ; time between shots, msec
1469    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
1470    ClipReloadTime = 0                      ; how long to reload a Clip, msec
1471    AutoReloadsClip = No 
1472    AntiGround = Yes
1473    DamageDealtAtSelfPosition = Yes
1474  End
1475  
1476  ;------------------------------------------------------------------------------
1477  Weapon ToxinShellWeaponUpgraded ; No extra damage, just lays down a damage field
1478    PrimaryDamage = 0.0            
1479    PrimaryDamageRadius = 1.0      
1480    AttackRange = 100.0
1481    DamageType = EXPLOSION 
1482    DeathType = EXPLODED
1483    WeaponSpeed = 99999.0
1484    ProjectileObject = NONE
1485  ;  FireFX = WeaponFX_NapalmMissileDetonation
1486    FireOCL = OCL_PoisonFieldUpgradedSmall
1487    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1488    DelayBetweenShots = 0                   ; time between shots, msec
1489    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
1490    ClipReloadTime = 0                      ; how long to reload a Clip, msec
1491    AutoReloadsClip = No 
1492    AntiGround = Yes
1493    DamageDealtAtSelfPosition = Yes
1494  End
1495  
1496  ;------------------------------------------------------------------------------
1497  ; When a barrel explodes
1498  Weapon BarrelWeapon
1499    PrimaryDamage = 50.0
1500    PrimaryDamageRadius = 15.0
1501    SecondaryDamage = 30.0
1502    SecondaryDamageRadius = 30.0
1503    AttackRange = 200.0
1504    DamageType = EXPLOSION
1505    DeathType = EXPLODED
1506    WeaponSpeed = 600         ; dist/sec 
1507    ProjectileObject = NONE
1508    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1509    DelayBetweenShots = 0               ; time between shots, msec
1510    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
1511    ClipReloadTime = 0              ; how long to reload a Clip, msec
1512  End
1513  
1514  ;------------------------------------------------------------------------------
1515  ; When a TankerTruck explodes
1516  Weapon TankerTruckWeapon
1517    PrimaryDamage = 100.0
1518    PrimaryDamageRadius = 30.0
1519    SecondaryDamage = 30.0
1520    SecondaryDamageRadius = 65.0
1521    AttackRange = 200.0
1522    DamageType = EXPLOSION
1523    DeathType = EXPLODED
1524    WeaponSpeed = 600         ; dist/sec 
1525    ProjectileObject = NONE
1526    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1527    DelayBetweenShots = 0               ; time between shots, msec
1528    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
1529    ClipReloadTime = 0              ; how long to reload a Clip, msec
1530  End
1531  
1532  ;------------------------------------------------------------------------------
1533  Weapon A10ThunderboltVulcan
1534    PrimaryDamage         = 10.0
1535    PrimaryDamageRadius   = 4.0       ; 0 primary radius means "hits only intended victim"
1536    AttackRange           = 450.0
1537    DamageType            = SMALL_ARMS
1538    DeathType             = NORMAL
1539    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
1540    ProjectileObject      = NONE
1541    FireFX                = WeaponFX_Comanche20mmCannonFire
1542    FireSound             = SpectreGunshipGattlingWeapon
1543    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
1544    DelayBetweenShots     = 60          ; time between shots, msec
1545    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
1546    ClipReloadTime        = 0              ; how long to reload a Clip, msec
1547  End
1548  
1549  ;------------------------------------------------------------------------------
1550  Weapon A10ThunderboltMissileWeapon
1551    PrimaryDamage         = 200.0      ;GS changed to what it was secretly doing pending review      
1552    PrimaryDamageRadius   = 50.0      
1553    AttackRange           = 350.0
1554    DamageType            = EXPLOSION
1555    DeathType             = EXPLODED
1556    WeaponSpeed           = 99999.0             
1557    ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion
1558    RadiusDamageAffects   = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
1559    DelayBetweenShots     = 0      ; time between shots, msec
1560    ClipSize              = 1      ; how many shots in a Clip (0 == infinite)
1561    ClipReloadTime        = 20000  ; how long to reload a Clip, msec
1562    AutoReloadsClip       = No 
1563  End
1564  
1565  ;------------------------------------------------------------------------------
1566  Weapon NeutronMissileWeapon
1567    PrimaryDamage = 0               ; not used for this weapon (it's "special")            
1568    PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
1569    AttackRange = 99999             ; not used for this weapon (it's "special")
1570    DamageType = RADIATION          ; not used for this weapon (it's "special")
1571    DeathType = NORMAL
1572    WeaponSpeed = 99999             ; not used for this weapon (it's "special")
1573    ProjectileObject = NeutronMissile
1574    ProjectileExhaust = NeutronMissileExhaust
1575    FireFX = WeaponFX_NeutronMissile
1576    ProjectileDetonationFX = None   ; not used for this weapon (it's "special")
1577    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1578    DelayBetweenShots = 0           ; not used for this weapon (it's "special")
1579    ClipSize = 1                    ; not used for this weapon (it's "special")
1580    ClipReloadTime = 0              ; not used for this weapon (it's "special")
1581    AutoReloadsClip = No            ; not used for this weapon (it's "special")
1582  End
1583  
1584  ;------------------------------------------------------------------------------
1585  Weapon ScudStormWeapon
1586    PrimaryDamage = 0               ; not used for this weapon (it's "special")            
1587    PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
1588    AttackRange = 999999            ; not used for this weapon (it's "special")
1589    DamageType = EXPLOSION          ; not used for this weapon (it's "special")
1590    DeathType = EXPLODED
1591    WeaponSpeed = 99999             ; not used for this weapon (it's "special")
1592    ProjectileObject = ScudStormMissile
1593    ProjectileExhaust = ScudMissileExhaust
1594    FireFX = WeaponFX_ScudStormMissile
1595    FireSound = ScudStormLaunch
1596    ProjectileDetonationFX = ScudStormMissileDetonation
1597    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1598    DelayBetweenShots = Min:100 Max:1000
1599    ClipSize = 9
1600    ClipReloadTime = 10000 ; give it time to sink into the ground          
1601    AutoReloadsClip = Yes
1602    ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below
1603  
1604    ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
1605    ; These specific points are an even distribution simulating a 150 ScatterRadius.
1606    ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
1607    ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
1608  
1609    ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
1610    ScatterTarget = X: 0.000 Y: 0.133
1611    ScatterTarget = X: 0.133 Y:-0.200
1612    ScatterTarget = X:-0.067 Y: 0.667
1613    ScatterTarget = X: 0.300 Y: 0.300
1614    ScatterTarget = X: 0.767 Y: 0.000       
1615    ScatterTarget = X: 0.500 Y:-0.567        
1616    ScatterTarget = X:-0.333 Y:-0.800        
1617    ScatterTarget = X:-0.600 Y:-0.1333        
1618    ScatterTarget = X:-0.567 Y: 0.433        
1619  
1620    PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
1621    PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
1622    AcceptableAimDelta = 180 ; Don't need to turn at all.
1623  
1624    ; note, these only apply to units that aren't the explicit target 
1625    ; (ie, units that just happen to "get in the way"... projectiles
1626    ; always collide with the Designated Target, regardless of these flags
1627    ProjectileCollidesWith = STRUCTURES
1628  End
1629  
1630  ;------------------------------------------------------------------------------
1631  Weapon ScudStormDamageWeapon
1632    PrimaryDamage = 500.0
1633    PrimaryDamageRadius = 50.0
1634    SecondaryDamage = 150.0 ;50.0
1635    SecondaryDamageRadius = 200.0 
1636    AttackRange = 200.0
1637    DamageType = EXPLOSION
1638    DeathType = EXPLODED
1639    WeaponSpeed = 600         ; dist/sec 
1640    FireFX = ScudStormMissileDetonation
1641    FireOCL = OCL_PoisonFieldLarge  ; So this weapon will do normal damage, and create this object
1642    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1643    DelayBetweenShots = 0               ; time between shots, msec
1644    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
1645    ClipReloadTime = 0              ; how long to reload a Clip, msec
1646  End
1647  
1648  ;------------------------------------------------------------------------------
1649  Weapon ScudStormDamageWeaponUpgraded
1650    PrimaryDamage = 500.0
1651    PrimaryDamageRadius = 50.0 ;25.0
1652    SecondaryDamage = 200.0 ;100.0
1653    SecondaryDamageRadius = 200.0 ;50.0
1654    AttackRange = 200.0
1655    DamageType = EXPLOSION
1656    DeathType = EXPLODED
1657    WeaponSpeed = 600         ; dist/sec 
1658    FireFX = ScudStormMissileDetonation
1659    FireOCL = OCL_PoisonFieldUpgradedLarge  ; So this weapon will do normal damage, and create this object
1660    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1661    DelayBetweenShots = 0               ; time between shots, msec
1662    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
1663    ClipReloadTime = 0              ; how long to reload a Clip, msec
1664  End
1665  
1666  ;------------------------------------------------------------------------------
1667  Weapon AuroraBombWeapon
1668    PrimaryDamage           = 400.0            
1669    PrimaryDamageRadius     = 20.0      
1670    AttackRange             = 300.0       ; this needs to be pretty high, since the Aurora moves so fast
1671    AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
1672    DamageType              = AURORA_BOMB
1673    DeathType               = EXPLODED
1674    WeaponSpeed             = 99999
1675    ProjectileObject        = AuroraBomb
1676    FireFX                  = FX_AuroraBombLaunch
1677    ProjectileDetonationFX  = FX_AuroraBombDetonate
1678    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
1679    ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
1680    ClipReloadTime          = 5000              ; how long to reload a Clip, msec
1681    AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
1682    ShowsAmmoPips           = Yes
1683  
1684    ; note, these only apply to units that aren't the explicit target 
1685    ; (ie, units that just happen to "get in the way"... projectiles
1686    ; always collide with the Designated Target, regardless of these flags
1687    ProjectileCollidesWith  = STRUCTURES
1688  End
1689  
1690  ;------------------------------------------------------------------------------
1691  Weapon RaptorJetMissileWeapon
1692    PrimaryDamage               = 100.0            
1693    PrimaryDamageRadius         = 5.0
1694    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1695    AttackRange                 = 320 ;400.0
1696    MinimumAttackRange          = 100.0
1697    AcceptableAimDelta          = 30
1698    DamageType                  = JET_MISSILES
1699    DeathType                   = EXPLODED
1700    WeaponSpeed                 = 1000
1701    ProjectileObject            = RaptorJetMissile
1702    ProjectileExhaust           = MissileExhaust
1703    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
1704    FireFX                      = None
1705    FireSound                   = RaptorJetMissileWeapon
1706    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
1707    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
1708    DelayBetweenShots           = 150
1709    ClipSize                    = 4 
1710    ClipReloadTime              = 8000 
1711    AutoReloadsClip             = RETURN_TO_BASE 
1712    ProjectileCollidesWith      = STRUCTURES
1713    AntiAirborneVehicle         = Yes
1714    AntiAirborneInfantry        = No
1715    ShowsAmmoPips               = Yes
1716  End
1717  
1718  ;------------------------------------------------------------------------------
1719  Weapon RaptorJetLaserGuidedMissileWeapon
1720    PrimaryDamage               = 125.0            
1721    PrimaryDamageRadius         = 5.0
1722    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1723    AttackRange                 = 320.0
1724    MinimumAttackRange          = 100.0
1725    AcceptableAimDelta          = 30
1726    DamageType                  = JET_MISSILES
1727    DeathType                   = EXPLODED
1728    WeaponSpeed                 = 1000
1729    ProjectileObject            = RaptorJetMissile
1730    ProjectileExhaust           = MissileExhaust
1731    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
1732    FireFX                      = None
1733    FireSound                   = RaptorJetMissileWeapon
1734    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
1735    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
1736    DelayBetweenShots           = 150
1737    ClipSize                    = 4 
1738    ClipReloadTime              = 8000
1739    AutoReloadsClip             = RETURN_TO_BASE 
1740    ProjectileCollidesWith      = STRUCTURES
1741    AntiAirborneVehicle         = Yes
1742    AntiAirborneInfantry        = No
1743    ShowsAmmoPips               = Yes
1744  End
1745  
1746  ;------------------------------------------------------------------------------
1747  Weapon AircraftCarrierRaptorJetMissileWeapon
1748    PrimaryDamage               = 100.0            
1749    PrimaryDamageRadius         = 5.0
1750    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1751    AttackRange                 = 320 ;400.0
1752    MinimumAttackRange          = 100.0
1753    AcceptableAimDelta          = 30
1754    DamageType                  = JET_MISSILES
1755    DeathType                   = EXPLODED
1756    WeaponSpeed                 = 1000
1757    ProjectileObject            = RaptorJetMissile
1758    ProjectileExhaust           = MissileExhaust
1759    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
1760    FireFX                      = None
1761    FireSound                   = RaptorJetMissileWeapon
1762    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
1763    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
1764    DelayBetweenShots           = 150
1765    ClipSize                    = 4 
1766    ClipReloadTime              = 1000 
1767    AutoReloadsClip             = RETURN_TO_BASE 
1768    ProjectileCollidesWith      = STRUCTURES
1769    AntiAirborneVehicle         = Yes
1770    AntiAirborneInfantry        = No
1771    ShowsAmmoPips               = Yes
1772  End
1773  
1774  ;------------------------------------------------------------------------------
1775  Weapon AircraftCarrierRaptorJetLaserGuidedMissileWeapon
1776    PrimaryDamage               = 125.0            
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                 = 320.0
1780    MinimumAttackRange          = 100.0
1781    AcceptableAimDelta          = 30
1782    DamageType                  = JET_MISSILES
1783    DeathType                   = EXPLODED
1784    WeaponSpeed                 = 1000
1785    ProjectileObject            = RaptorJetMissile
1786    ProjectileExhaust           = MissileExhaust
1787    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
1788    FireFX                      = None
1789    FireSound                   = RaptorJetMissileWeapon
1790    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
1791    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
1792    DelayBetweenShots           = 150
1793    ClipSize                    = 4 
1794    ClipReloadTime              = 1000
1795    AutoReloadsClip             = RETURN_TO_BASE 
1796    ProjectileCollidesWith      = STRUCTURES
1797    AntiAirborneVehicle         = Yes
1798    AntiAirborneInfantry        = No
1799    ShowsAmmoPips               = Yes
1800  End
1801  
1802  
1803  ;------------------------------------------------------------------------------
1804  Weapon StealthJetMissileWeapon
1805    PrimaryDamage               = 100.0            
1806    PrimaryDamageRadius         = 5.0      
1807    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1808    AttackRange                 = 220 ;320.0
1809    MinimumAttackRange          = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed
1810    DamageType                  = STEALTHJET_MISSILES ;good against buildings, ok against everything else
1811    DeathType                   = EXPLODED
1812    WeaponSpeed                 = 1000
1813    ProjectileObject            = StealthJetMissile
1814    ProjectileExhaust           = MissileExhaust
1815    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
1816    FireFX                      = None
1817    FireSound                   = StealthJetMissileWeapon
1818    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
1819    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
1820    DelayBetweenShots           = 200                      ; time between shots, msec
1821    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
1822    ClipReloadTime              = 8000                     ; how long to reload a Clip, msec
1823    AutoReloadsClip             = RETURN_TO_BASE           ; must return to base to reload this weapon
1824    ProjectileCollidesWith      = STRUCTURES
1825    AntiAirborneVehicle       = No
1826    AntiAirborneInfantry      = No
1827    ShowsAmmoPips             = Yes
1828  End
1829  
1830  ;------------------------------------------------------------------------------
1831  Weapon CINE_StealthJetMissileWeapon
1832    PrimaryDamage               = 100.0            
1833    PrimaryDamageRadius         = 5.0      
1834    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1835    AttackRange                 = 400
1836    MinimumAttackRange          = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed
1837    DamageType                  = STEALTHJET_MISSILES ;good against buildings, ok against everything else
1838    DeathType                   = EXPLODED
1839    WeaponSpeed                 = 1000
1840    ProjectileObject            = StealthJetMissile
1841    ProjectileExhaust           = MissileExhaust
1842    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
1843    FireFX                      = None
1844    FireSound                   = StealthJetMissileWeapon
1845    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
1846    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
1847    DelayBetweenShots           = 200                      ; time between shots, msec
1848    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
1849    ClipReloadTime              = 8000                     ; how long to reload a Clip, msec
1850    AutoReloadsClip             = RETURN_TO_BASE           ; must return to base to reload this weapon
1851    ProjectileCollidesWith      = STRUCTURES
1852    AntiAirborneVehicle       = No
1853    AntiAirborneInfantry      = No
1854    ShowsAmmoPips             = Yes
1855  End
1856  
1857  ;------------------------------------------------------------------------------
1858  Weapon StealthJetLaserGuidedMissileWeapon
1859    PrimaryDamage               = 125.0            
1860    PrimaryDamageRadius         = 5.0      
1861    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
1862    AttackRange                 = 220 ;320.0
1863    MinimumAttackRange          = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed
1864    DamageType                  = STEALTHJET_MISSILES ;good against buildings, ok against everything else
1865    DeathType                   = EXPLODED
1866    WeaponSpeed                 = 1000
1867    ProjectileObject            = StealthJetMissile
1868    ProjectileExhaust           = MissileExhaust
1869    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
1870    FireFX                      = None
1871    FireSound                   = StealthJetMissileWeapon
1872    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
1873    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
1874    DelayBetweenShots           = 200                      ; time between shots, msec
1875    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
1876    ClipReloadTime              = 8000                     ; how long to reload a Clip, msec
1877    AutoReloadsClip             = RETURN_TO_BASE           ; must return to base to reload this weapon
1878    ProjectileCollidesWith      = STRUCTURES
1879    AntiAirborneVehicle         = No
1880    AntiAirborneInfantry        = No
1881    ShowsAmmoPips               = Yes
1882  End
1883  
1884  ;------------------------------------------------------------------------------
1885  Weapon DaisyCutterDetonationWeapon
1886    PrimaryDamage = 2000.0            
1887    PrimaryDamageRadius = 100.0      
1888    AttackRange = 100.0
1889    DamageType = EXPLOSION         
1890    DeathType = EXPLODED
1891    WeaponSpeed = 99999.0             
1892    ProjectileObject = NONE
1893    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1894    DelayBetweenShots = 0                   ; time between shots, msec
1895    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
1896    ClipReloadTime = 0               ; how long to reload a Clip, msec
1897    AutoReloadsClip = No 
1898  End
1899  
1900  ;------------------------------------------------------------------------------
1901  Weapon DaisyCutterFlameWeapon
1902    PrimaryDamage = 5.0             ; Just a spot of flame to light trees on fire
1903    PrimaryDamageRadius = 100.0      
1904    AttackRange = 100.0
1905    DamageType = FLAME         
1906    DeathType = BURNED
1907    WeaponSpeed = 99999.0             
1908    ProjectileObject = NONE
1909    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1910    DelayBetweenShots = 0                   ; time between shots, msec
1911    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
1912    ClipReloadTime = 0               ; how long to reload a Clip, msec
1913    AutoReloadsClip = No 
1914  End
1915  
1916  
1917  ;------------------------------------------------------------------------------
1918  ;------------------------------------------------------------------------------
1919  ;THE MOTHER OF ALL EXPLOSIONS
1920  ;------------------------------------------------------------------------------
1921  Weapon MOABDetonationWeapon
1922    PrimaryDamage = 2000.0      ;150.0      
1923    PrimaryDamageRadius = 150.0   ;100.0   
1924    AttackRange = 100.0
1925  
1926    ShockWaveAmount   = 250.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
1927    ShockWaveRadius     = 200.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
1928    ShockWaveTaperOff  = 0.33    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
1929  
1930    FireFX                      = WeaponFX_MOAB_Blast 
1931  
1932    DamageType = EXPLOSION         
1933    DeathType = EXPLODED
1934    WeaponSpeed = 99999.0             
1935    ProjectileObject = NONE
1936    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1937    DelayBetweenShots = 0                   ; time between shots, msec
1938    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
1939    ClipReloadTime = 0               ; how long to reload a Clip, msec
1940    AutoReloadsClip = No 
1941  End
1942  
1943  ;------------------------------------------------------------------------------
1944  Weapon MOABFlameWeapon
1945    PrimaryDamage = 5.0             ; Just a spot of flame to light trees on fire
1946    PrimaryDamageRadius = 100.0      
1947    AttackRange = 100.0
1948    DamageType = FLAME         
1949    DeathType = BURNED
1950    WeaponSpeed = 99999.0             
1951    ProjectileObject = NONE
1952    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1953    DelayBetweenShots = 0                   ; time between shots, msec
1954    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
1955    ClipReloadTime = 0               ; how long to reload a Clip, msec
1956    AutoReloadsClip = No 
1957  End
1958  
1959  
1960  ;------------------------------------------------------------------------------
1961  Weapon CarpetBombWeapon
1962    PrimaryDamage = 300.0            
1963    PrimaryDamageRadius = 50.0      
1964    AttackRange = 100.0
1965    DamageType = EXPLOSION         
1966    DeathType = EXPLODED
1967    WeaponSpeed = 99999.0             
1968    ProjectileObject = NONE
1969    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR   
1970    DelayBetweenShots = 0                   ; time between shots, msec
1971    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
1972    ClipReloadTime = 0               ; how long to reload a Clip, msec
1973    AutoReloadsClip = No 
1974  End
1975  
1976  ;------------------------------------------------------------------------------
1977  Weapon BlackMarketNukeWeapon
1978    PrimaryDamage = 800.0            
1979    PrimaryDamageRadius = 100.0      
1980    AttackRange = 100.0
1981    DamageType = EXPLOSION         
1982    DeathType = EXPLODED
1983    WeaponSpeed = 99999.0             
1984    FireOCL = OCL_RadiationFieldLarge
1985    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
1986    DelayBetweenShots = 0                   ; time between shots, msec
1987    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
1988    ClipReloadTime = 0               ; how long to reload a Clip, msec
1989    AutoReloadsClip = No 
1990  End
1991  
1992  ;--------------------------------------------------------------------------------
1993  Weapon AnthraxBombWeapon
1994    PrimaryDamage       = 200.0            
1995    PrimaryDamageRadius = 100.0      
1996    AttackRange         = 100.0
1997    DamageType          = EXPLOSION         
1998    DeathType           = EXPLODED
1999    WeaponSpeed         = 99999.0
2000    FireOCL             = OCL_PoisonFieldAnthraxBomb  ; So this weapon will do normal damage, and create this object             
2001    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
2002    DelayBetweenShots   = 0                   ; time between shots, msec
2003    ClipSize            = 1                   ; how many shots in a Clip (0 == infinite)
2004    ClipReloadTime      = 0                   ; how long to reload a Clip, msec
2005    AutoReloadsClip     = No 
2006  End
2007  
2008  ;------------------------------------------------------------------------------
2009  Weapon PatriotMissileWeapon
2010    PrimaryDamage               = 30.0            
2011    PrimaryDamageRadius         = 5.0      
2012    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2013    AttackRange                 = 225.0
2014    DamageType                  = EXPLOSION
2015    DeathType                   = EXPLODED
2016    WeaponSpeed                 = 1             ; locomotor specifies speed.
2017    ProjectileObject            = PatriotMissile
2018    ProjectileExhaust           = MissileExhaust
2019    FireSound                   = PatriotBatteryWeapon
2020    FireFX                      = FX_BuggyMissileIgnition
2021    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2022    DelayBetweenShots           = 250                   ; time between shots, msec
2023    ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
2024    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
2025    AutoReloadsClip             = Yes 
2026    AntiAirborneVehicle         = No
2027    AntiAirborneInfantry        = No
2028    AntiGround                  = Yes
2029    AntiBallisticMissile        = No
2030    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2031    RequestAssistRange          = 200    ; when I fire, my object will look around for things of
2032    ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
2033    ProjectileCollidesWith      = STRUCTURES
2034  End
2035  
2036  ;------------------------------------------------------------------------------
2037  Weapon PatriotMissileWeaponAir
2038    PrimaryDamage               = 25.0            
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                 = 350.0
2042    DamageType                  = EXPLOSION
2043    DeathType                   = EXPLODED
2044    WeaponSpeed                 = 600
2045    ProjectileObject            = PatriotMissile
2046    ProjectileExhaust           = MissileExhaust
2047    FireFX                      = FX_BuggyMissileIgnition
2048    FireSound                   = PatriotBatteryWeapon
2049    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2050    DelayBetweenShots           = 250                   ; time between shots, msec
2051    ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
2052    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
2053    AutoReloadsClip             = Yes 
2054    AntiAirborneVehicle         = Yes
2055    AntiAirborneInfantry        = Yes
2056    AntiGround                  = No
2057    AntiBallisticMissile        = Yes
2058    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2059    RequestAssistRange          = 200    ; when I fire, my object will look around for things of
2060    ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
2061    ProjectileCollidesWith      = STRUCTURES
2062  End
2063  
2064  ;------------------------------------------------------------------------------
2065  ; For use with the Assisted Targeting Update.  No Assist Listing and longer range
2066  Weapon PatriotMissileAssistWeapon
2067    PrimaryDamage               = 25.0            
2068    PrimaryDamageRadius         = 5.0      
2069    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2070    AttackRange                 = 450.0 ; at least Regular's range + regular's request assist range
2071    DamageType                  = EXPLOSION          ; ignored for projectile weapons
2072    DeathType                   = EXPLODED
2073    WeaponSpeed                 = 600               ; ignored for projectile weapons
2074    ProjectileObject            = PatriotMissile
2075    ProjectileExhaust           = MissileExhaust
2076    FireFX                      = FX_BuggyMissileIgnition
2077    FireSound                   = PatriotBatteryWeapon
2078    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2079    DelayBetweenShots           = 250                   ; time between shots, msec
2080    ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
2081    ClipReloadTime              = 1000               ; how long to reload a Clip, msec
2082    AutoReloadsClip             = Yes 
2083    AntiAirborneVehicle         = Yes
2084    AntiAirborneInfantry        = Yes
2085    AntiGround                  = Yes
2086    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2087    ProjectileCollidesWith      = STRUCTURES
2088  End
2089  
2090  ;------------------------------------------------------------------------------
2091  Weapon TunnelDefenderRocketWeapon
2092    PrimaryDamage               = 40.0            
2093    PrimaryDamageRadius         = 5.0      
2094    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2095    AttackRange                 = 175.0
2096    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
2097    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
2098    DeathType                   = EXPLODED
2099    WeaponSpeed                 = 600               ; ignored for projectile weapons
2100    ProjectileObject            = TunnelDefenderMissile
2101    ProjectileExhaust           = MissileExhaust
2102    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2103    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2104    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
2105    DelayBetweenShots           = 1000  ; time between shots, msec
2106    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
2107    ClipReloadTime              = 0    ; how long to reload a Clip, msec
2108    AutoReloadsClip             = Yes 
2109    FireSound                   = RPGTrooperWeapon
2110    FireFX                      = None
2111    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2112    ProjectileCollidesWith      = STRUCTURES
2113    AntiAirborneVehicle         = Yes
2114    AntiAirborneInfantry        = Yes
2115    AntiAirborneVehicle = Yes
2116    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
2117  End
2118  
2119  ;------------------------------------------------------------------------------
2120  Weapon TunnelDefenderBikerRocketWeapon
2121    PrimaryDamage               = 40.0            
2122    PrimaryDamageRadius         = 5.0      
2123    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2124    AttackRange                 = 175.0
2125    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
2126    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
2127    DeathType                   = EXPLODED
2128    WeaponSpeed                 = 600               ; ignored for projectile weapons
2129    ProjectileObject            = TunnelDefenderMissile
2130    ProjectileExhaust           = MissileExhaust
2131    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2132    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2133    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
2134    DelayBetweenShots           = 1000  ; time between shots, msec
2135    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
2136    ClipReloadTime              = 0    ; how long to reload a Clip, msec
2137    AutoReloadsClip             = Yes 
2138    FireSound                   = RPGTrooperWeapon
2139    FireFX                      = None
2140    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2141    ProjectileCollidesWith      = STRUCTURES
2142    AntiAirborneVehicle         = Yes
2143    AntiAirborneInfantry        = Yes
2144    AntiAirborneVehicle = Yes
2145    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
2146    AcceptableAimDelta    = 20.0
2147  End
2148  
2149  
2150  ;------------------------------------------------------------------------------
2151  ;Also known as the RocketBuggyWeapon for those of you doing a search for it. 
2152  Weapon BuggyRocketWeapon
2153    PrimaryDamage               = 20.0            
2154    PrimaryDamageRadius         = 0.0      
2155    ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2156    SecondaryDamage             = 5.0          
2157    SecondaryDamageRadius       = 10.0    
2158    AttackRange                 = 300.0
2159    MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
2160    DamageType                  = EXPLOSION          ; ignored for projectile weapons
2161    DeathType                   = EXPLODED
2162    WeaponSpeed                 = 600               ; ignored for projectile weapons
2163    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2164    ProjectileObject            = RocketBuggyMissile
2165    ProjectileExhaust           = MissileExhaust
2166    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2167    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2168    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
2169    DelayBetweenShots           = 200  ; time between shots, msec
2170    ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
2171    ClipReloadTime              = 6000    ; how long to reload a Clip, msec
2172    AutoReloadsClip             = Yes 
2173    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)
2174    FireFX                      = FX_BuggyMissileIgnition
2175    FireSound                   = RocketBuggyWeapon 
2176    WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
2177    ProjectileCollidesWith      = STRUCTURES
2178    MissileCallsOnDie           = Yes
2179  End
2180  ;------------------------------------------------------------------------------
2181  ;Also known as the RocketBuggyWeapon for those of you doing a search for it. 
2182  Weapon CINE_BuggyRocketWeapon
2183    PrimaryDamage               = 20.0            
2184    PrimaryDamageRadius         = 0.0      
2185    ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2186    SecondaryDamage             = 5.0          
2187    SecondaryDamageRadius       = 10.0    
2188    AttackRange                 = 300.0   
2189    MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
2190    DamageType                  = EXPLOSION          ; ignored for projectile weapons
2191    DeathType                   = EXPLODED
2192    WeaponSpeed                 = 600               ; ignored for projectile weapons
2193    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2194    ProjectileObject            = RocketBuggyMissile
2195    ProjectileExhaust           = MissileExhaust
2196    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2197    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2198    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
2199    DelayBetweenShots           = 200  ; time between shots, msec
2200    ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
2201    ClipReloadTime              = 6000    ; how long to reload a Clip, msec
2202    AutoReloadsClip             = Yes 
2203    FireFX                      = FX_BuggyMissileIgnition
2204    FireSound                   = RocketBuggyWeapon 
2205    WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
2206    ProjectileCollidesWith      = STRUCTURES
2207    MissileCallsOnDie           = Yes
2208  End
2209  
2210  ;------------------------------------------------------------------------------
2211  Weapon BuggyRocketWeaponUpgraded
2212    PrimaryDamage               = 20.0            
2213    PrimaryDamageRadius         = 0.0      
2214    ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2215    SecondaryDamage             = 5.0          
2216    SecondaryDamageRadius       = 10.0    
2217    AttackRange                 = 300.0
2218    MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
2219    DamageType                  = EXPLOSION          ; ignored for projectile weapons
2220    DeathType                   = EXPLODED
2221    WeaponSpeed                 = 600               ; ignored for projectile weapons
2222    ProjectileObject            = RocketBuggyMissile
2223    ProjectileExhaust           = MissileExhaust
2224    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2225    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2226    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2227    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
2228    DelayBetweenShots           = 200  ; time between shots, msec
2229    ClipSize                    = 12            ; how many shots in a Clip (0 == infinite)
2230    ClipReloadTime              = 6000    ; how long to reload a Clip, msec
2231    AutoReloadsClip             = Yes 
2232    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)
2233    FireFX                      = FX_BuggyMissileIgnition
2234    FireSound                   = RocketBuggyWeapon
2235    WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
2236    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2237    ProjectileCollidesWith      = STRUCTURES
2238    MissileCallsOnDie           = Yes
2239  End
2240  
2241  ;------------------------------------------------------------------------------
2242  Weapon StingerMissileWeapon
2243    PrimaryDamage = 20.0            
2244    PrimaryDamageRadius = 5.0      
2245    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2246    AttackRange = 225.0
2247    DamageType = EXPLOSION          ; ignored for projectile weapons
2248    DeathType = EXPLODED
2249    WeaponSpeed = 750               ; ignored for projectile weapons
2250    ProjectileObject = StingerMissile
2251    ProjectileExhaust           = MissileExhaust
2252    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2253    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
2254    DelayBetweenShots = 0  ; time between shots, msec
2255    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
2256    ClipReloadTime = 2000    ; how long to reload a Clip, msec
2257    AutoReloadsClip = Yes 
2258    FireFX = FX_StingerMissileIgnition
2259    FireSound = StingerMissileWeapon
2260    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
2261    AntiAirborneVehicle = No
2262    AntiAirborneInfantry = No
2263    AntiGround = Yes
2264    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
2265  
2266  
2267    ; note, these only apply to units that aren't the explicit target 
2268    ; (ie, units that just happen to "get in the way"... projectiles
2269    ; always collide with the Designated Target, regardless of these flags
2270    ProjectileCollidesWith = STRUCTURES
2271  End
2272  
2273  ;------------------------------------------------------------------------------
2274  Weapon CINE_StingerMissileWeapon
2275    PrimaryDamage = 20.0            
2276    PrimaryDamageRadius = 5.0      
2277    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2278    AttackRange = 2250.0
2279    DamageType = EXPLOSION          ; ignored for projectile weapons
2280    DeathType = EXPLODED
2281    WeaponSpeed = 750               ; ignored for projectile weapons
2282    ProjectileObject = StingerMissile
2283    ProjectileExhaust           = MissileExhaust
2284    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2285    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
2286    DelayBetweenShots = 0  ; time between shots, msec
2287    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
2288    ClipReloadTime = 2000    ; how long to reload a Clip, msec
2289    AutoReloadsClip = Yes 
2290    FireFX = FX_StingerMissileIgnition
2291    FireSound = StingerMissileWeapon
2292    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
2293    AntiAirborneVehicle = No
2294    AntiAirborneInfantry = No
2295    AntiGround = Yes
2296    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
2297  
2298  
2299    ; note, these only apply to units that aren't the explicit target 
2300    ; (ie, units that just happen to "get in the way"... projectiles
2301    ; always collide with the Designated Target, regardless of these flags
2302    ProjectileCollidesWith = STRUCTURES
2303  End
2304  
2305  ;------------------------------------------------------------------------------
2306  Weapon StingerMissileWeaponAir
2307    PrimaryDamage = 30.0            
2308    PrimaryDamageRadius = 10.0      
2309    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2310    AttackRange = 400.0
2311    DamageType = EXPLOSION          ; ignored for projectile weapons
2312    DeathType = EXPLODED
2313    WeaponSpeed = 600               ; ignored for projectile weapons
2314    ProjectileObject = StingerMissile
2315    ProjectileExhaust           = MissileExhaust
2316    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2317    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
2318    DelayBetweenShots = 0  ; time between shots, msec
2319    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
2320    ClipReloadTime = 2000    ; how long to reload a Clip, msec
2321    AutoReloadsClip = Yes 
2322    FireFX = FX_StingerMissileIgnition
2323    FireSound = StingerMissileWeapon
2324    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
2325    AntiAirborneVehicle = Yes
2326    AntiAirborneInfantry = No
2327    AntiGround = No
2328    AntiBallisticMissile = Yes
2329  
2330    ; note, these only apply to units that aren't the explicit target 
2331    ; (ie, units that just happen to "get in the way"... projectiles
2332    ; always collide with the Designated Target, regardless of these flags
2333    ProjectileCollidesWith = STRUCTURES
2334  End
2335  
2336  ;------------------------------------------------------------------------------
2337  Weapon SuicideDynamitePack
2338    PrimaryDamage = 500.0           ;was 150.0
2339    PrimaryDamageRadius = 18.0      ;was 6.0
2340    SecondaryDamage = 300.0         ;was 30.0
2341    SecondaryDamageRadius = 50.0    ;was 25.0
2342    AttackRange = 5.0       ; must be very close to use this weapon!
2343    DamageType = EXPLOSION
2344    DeathType = SUICIDED
2345    WeaponSpeed = 99999.0             
2346    ProjectileObject = NONE
2347    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
2348    RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
2349    DelayBetweenShots = 0              
2350    ClipSize = 1                        
2351    ClipReloadTime = 0                  
2352    AutoReloadsClip = No 
2353    FireFX = WeaponFX_SuicideDynamitePackDetonation
2354    FireSound = CarBomberDie
2355  End
2356  
2357  ;------------------------------------------------------------------------------
2358  Weapon SuicideBikeBomb
2359    PrimaryDamage = 700.0            
2360    PrimaryDamageRadius = 20.0      
2361    SecondaryDamage = 100.0          
2362    SecondaryDamageRadius = 50.0    
2363    AttackRange = 5.0       ; must be very close to use this weapon!
2364    DamageType = EXPLOSION
2365    DeathType = SUICIDED
2366    WeaponSpeed = 99999.0             
2367    ProjectileObject = NONE
2368    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
2369    RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
2370    DelayBetweenShots = 0              
2371    ClipSize = 1                        
2372    ClipReloadTime = 0                  
2373    AutoReloadsClip = No 
2374    FireFX = WeaponFX_SuicideDynamitePackDetonation
2375    FireSound = CarBomberDie
2376  End
2377  
2378  ;------------------------------------------------------------------------------
2379  Weapon SuicideCarBomb
2380    PrimaryDamage = 700.0            
2381    PrimaryDamageRadius = 20.0      
2382    SecondaryDamage = 100.0          
2383    SecondaryDamageRadius = 50.0    
2384    AttackRange = 5.0       ; must be very close to use this weapon!
2385    DamageType = EXPLOSION
2386    DeathType = SUICIDED
2387    WeaponSpeed = 99999.0             
2388    ProjectileObject = NONE
2389    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
2390    RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
2391    DelayBetweenShots = 0              
2392    ClipSize = 1                        
2393    ClipReloadTime = 0                  
2394    AutoReloadsClip = No 
2395    FireFX = WeaponFX_SuicideDynamitePackDetonation
2396    FireSound = CarBomberDie
2397  End
2398  
2399  ;------------------------------------------------------------------------------
2400  ;****************************Required For CHI01 INTRO**************************
2401  Weapon CINEConvoyNuke
2402    PrimaryDamage = 800.0            
2403    PrimaryDamageRadius = 100.0          
2404    AttackRange = 5.0
2405    DamageType = EXPLOSION
2406    DeathType = SUICIDED
2407    WeaponSpeed = 99999.0             
2408    ProjectileObject = NONE
2409    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
2410    RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS
2411    DelayBetweenShots = 0              
2412    ClipSize = 1                        
2413    ClipReloadTime = 0                  
2414    AutoReloadsClip = No 
2415    FireFX = WeaponFX_CINEConvoyNuke
2416    FireSound = CarBomberDie
2417  End
2418  
2419  ;------------------------------------------------------------------------------
2420  Weapon HijackVehicle
2421    PrimaryDamage = 0.0            
2422    PrimaryDamageRadius = 0.0       
2423    AttackRange = 5.0       ; must be very close to use this weapon!
2424    DamageType = KILL_PILOT
2425    DeathType = NORMAL
2426    WeaponSpeed = 99999.0             
2427    FireFX = WeaponFX_GenericMachineGunFire
2428    FireSound = RebelWeapon
2429    ProjectileObject = NONE
2430    DelayBetweenShots = 0              
2431    ClipSize = 0                        
2432    ClipReloadTime = 0                  
2433    AutoReloadsClip = No 
2434  End
2435  
2436  ;------------------------------------------------------------------------------
2437  Weapon BlackLotusBuildingCaptureHack
2438    LeechRangeWeapon = Yes
2439    PrimaryDamage = 0.0            
2440    PrimaryDamageRadius = 0.01      
2441    AttackRange = 325
2442    DamageType = HACK
2443    DeathType = NORMAL
2444    WeaponSpeed = 600                     ;  dist/sec 
2445    WeaponRecoil = 0                      ; angle to deflect the model when firing
2446    ProjectileObject = DragonTankFlameProjectile
2447    FireFX = WeaponFX_DragonTankFlameWeapon
2448    ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
2449    FireSound = DragonTankWeaponLoop
2450    FireSoundLoopTime = 80                ; loop the firing sound until there's this much delay between shots 
2451    DelayBetweenShots = 40                ; time between shots, msec
2452    ClipSize = 30                         ; how many shots in a Clip (0 == infinite)
2453    ClipReloadTime = 40                   ; how long to reload a Clip, msec
2454    ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
2455  
2456  End
2457  
2458  ;------------------------------------------------------------------------------
2459  Weapon BlackLotusVehicleDisableHack
2460    LeechRangeWeapon = Yes
2461    PrimaryDamage = 0.0            
2462    PrimaryDamageRadius = 0.01      
2463    AttackRange = 150.0
2464    DamageType = HACK
2465    DeathType = NORMAL
2466    WeaponSpeed = 600                     ;  dist/sec 
2467    WeaponRecoil = 0                      ; angle to deflect the model when firing
2468    ProjectileObject = DragonTankFlameProjectile
2469    FireFX = WeaponFX_DragonTankFlameWeapon
2470    ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
2471    FireSound = DragonTankWeaponLoop
2472    FireSoundLoopTime = 80                ; loop the firing sound until there's this much delay between shots 
2473    DelayBetweenShots = 40                ; time between shots, msec
2474    ClipSize = 30                         ; how many shots in a Clip (0 == infinite)
2475    ClipReloadTime = 40                   ; how long to reload a Clip, msec
2476    ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
2477  End
2478  
2479  ;------------------------------------------------------------------------------
2480  Weapon BlackLotusStealCashHack
2481    LeechRangeWeapon = Yes
2482    PrimaryDamage = 0.0            
2483    PrimaryDamageRadius = 0.01      
2484    AttackRange = 75.0
2485    DamageType = HACK
2486    DeathType = NORMAL
2487    WeaponSpeed = 600                     ;  dist/sec 
2488    WeaponRecoil = 0                      ; angle to deflect the model when firing
2489    ProjectileObject = DragonTankFlameProjectile
2490    FireFX = WeaponFX_DragonTankFlameWeapon
2491    ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
2492    FireSound = DragonTankWeaponLoop
2493    FireSoundLoopTime = 80                ; loop the firing sound until there's this much delay between shots 
2494    DelayBetweenShots = 40                ; time between shots, msec
2495    ClipSize = 30                         ; how many shots in a Clip (0 == infinite)
2496    ClipReloadTime = 40                   ; how long to reload a Clip, msec
2497    ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
2498  End
2499  
2500  ;------------------------------------------------------------------------------
2501  Weapon HackerDisableBuildingHack
2502    LeechRangeWeapon = Yes
2503    PrimaryDamage = 0.0            
2504    PrimaryDamageRadius = 0.01      
2505    AttackRange = 75.0
2506    DamageType = HACK
2507    DeathType = NORMAL
2508    WeaponSpeed = 600                     ;  dist/sec 
2509    WeaponRecoil = 0                      ; angle to deflect the model when firing
2510    ProjectileObject = DragonTankFlameProjectile
2511    FireFX = WeaponFX_DragonTankFlameWeapon
2512    ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
2513    FireSound = DragonTankWeaponLoop
2514    FireSoundLoopTime = 80                ; loop the firing sound until there's this much delay between shots 
2515    DelayBetweenShots = 40                ; time between shots, msec
2516    ClipSize = 30                         ; how many shots in a Clip (0 == infinite)
2517    ClipReloadTime = 40                   ; how long to reload a Clip, msec
2518    ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
2519  End
2520  
2521  ;------------------------------------------------------------------------------
2522  ;This weapon fires standard anti-tank missiles at range
2523  ;------------------------------------------------------------------------------
2524  Weapon ChinaInfantryTankHunterMissileLauncher
2525    PrimaryDamage = 40.0            
2526    PrimaryDamageRadius = 5.0      
2527    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2528    AttackRange = 175.0
2529    MinimumAttackRange = 5.0  ; Rockets take some distance to target, and you don't want them to blow up in your face.
2530    DamageType = INFANTRY_MISSILE   ;ignored for projectile weapons
2531    DeathType = EXPLODED
2532    WeaponSpeed = 600               ; ignored for projectile weapons
2533    ProjectileObject = TankHunterMissile
2534    ProjectileExhaust           = MissileExhaust
2535    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
2536    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
2537    ScatterRadius = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
2538    DelayBetweenShots = 1000  ; time between shots, msec
2539    ClipSize = 0             ; how many shots in a Clip (0 == infinite)
2540    ClipReloadTime = 0    ; how long to reload a Clip, msec
2541    AutoReloadsClip = Yes 
2542    FireSound = TankHunterWeapon
2543    FireFX = FX_BuggyMissileIgnition
2544    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
2545  
2546    AntiAirborneVehicle   = Yes
2547    AntiAirborneInfantry  = Yes
2548  
2549    ; note, these only apply to units that aren't the explicit target 
2550    ; (ie, units that just happen to "get in the way"... projectiles
2551    ; always collide with the Designated Target, regardless of these flags
2552    ProjectileCollidesWith = STRUCTURES
2553  End
2554  
2555  ;------------------------------------------------------------------------------
2556  Weapon TNTDetonationWeapon ;Created by tankhunters
2557    PrimaryDamage = 500.0            
2558    PrimaryDamageRadius = 10.0      
2559    SecondaryDamage = 150.0          
2560    SecondaryDamageRadius = 50.0    
2561    AttackRange = 5.0
2562    DamageType = EXPLOSION         
2563    DeathType = EXPLODED
2564    WeaponSpeed = 99999.0             
2565    ProjectileObject = NONE
2566    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
2567    DelayBetweenShots = 0                   ; time between shots, msec
2568    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
2569    ClipReloadTime = 0               ; how long to reload a Clip, msec
2570    AutoReloadsClip = No 
2571    FireSound = BombTruckDefaultBombDetonation
2572  End
2573  
2574  ;------------------------------------------------------------------------------
2575  Weapon BoobyTrapDetonationWeapon ;Created by Rebels as an upgrade
2576    PrimaryDamage = 200.0            
2577    PrimaryDamageRadius = 5.0      ; These ranges are the range past the boobytrapped objects' bounding circle
2578    SecondaryDamage = 50.0          
2579    SecondaryDamageRadius = 15.0    ; These ranges are the range past the boobytrapped objects' bounding circle
2580    DamageType = EXPLOSION         
2581    DeathType = EXPLODED
2582  End
2583  
2584  ;------------------------------------------------------------------------------
2585  Weapon BurtonC4ChargeWeapon
2586    LeechRangeWeapon = Yes
2587    PrimaryDamage = 2000.0            
2588    PrimaryDamageRadius = 25.0      
2589    SecondaryDamage = 150.0          
2590    SecondaryDamageRadius = 75.0    
2591    AttackRange = 5.0
2592    DamageType = EXPLOSION         
2593    DeathType = EXPLODED
2594    WeaponSpeed = 99999.0             
2595    ProjectileObject = NONE
2596    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
2597    DelayBetweenShots = 0                   ; time between shots, msec
2598    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
2599    ClipReloadTime = 0               ; how long to reload a Clip, msec
2600    AutoReloadsClip = No 
2601    FireSound = RemoteDemoChargeExplosion
2602  End
2603  
2604  ;------------------------------------------------------------------------------
2605  Weapon RangerFlashBangGrenadeWeapon
2606    PrimaryDamage           = 25.0
2607    PrimaryDamageRadius     = 10.0
2608    SecondaryDamage         = 10.0
2609    SecondaryDamageRadius   = 40.0
2610    AttackRange             = 175.0 
2611    MinimumAttackRange      = 20.0
2612    DamageType              = SURRENDER
2613    DeathType               = NORMAL
2614    WeaponSpeed             = 120 
2615    ProjectileObject        = RangerFlashBangGrenade
2616    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
2617    FireSound               = RangerFlashBangWeapon
2618    ScatterRadius           = 4          ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
2619    DelayBetweenShots       = 0     ; time between shots, msec
2620    ClipSize                = 1              ; how many shots in a Clip (0 == infinite)
2621    ClipReloadTime          = 2000     ; how long to reload a Clip, msec
2622    AutoReloadsClip         = Yes 
2623    ProjectileDetonationFX  = WeaponFX_RangerFlashBangGrenadeDetonation
2624    ProjectileCollidesWith  = STRUCTURES WALLS
2625    AllowAttackGarrisonedBldgs  = Yes
2626  End
2627  
2628  ;------------------------------------------------------------------------------
2629  Weapon PTBoatGun
2630    PrimaryDamage           = 30.0
2631    PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
2632    AttackRange             = 120.0
2633    DamageType              = SMALL_ARMS
2634    DeathType               = NORMAL
2635    WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
2636    ProjectileObject        = NONE
2637    FireFX                  = WeaponFX_TechnicalGunFire
2638    FireSound               = TechnicalWeapon
2639    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
2640    DelayBetweenShots       = 500               ; time between shots, msec
2641    ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
2642    ClipReloadTime          = 0              ; how long to reload a Clip, msec
2643  End
2644  
2645  ;------------------------------------------------------------------------------
2646  Weapon TechnicalMachineGunWeapon 
2647    PrimaryDamage           = 10.0 ; 8.0
2648    PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
2649    AttackRange             = 150.0
2650    DamageType              = COMANCHE_VULCAN  
2651    DeathType               = NORMAL
2652    WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
2653    ProjectileObject        = NONE
2654    FireFX                  = WeaponFX_TechnicalGunFire
2655    VeterancyFireFX         = HEROIC WeaponFX_HeroicQuadCannonGunFire
2656    FireSound               = TechnicalWeapon
2657    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
2658    DelayBetweenShots       = 200               ; time between shots, msec
2659    ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
2660    ClipReloadTime          = 0              ; how long to reload a Clip, msec
2661    WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; APBullets
2662  End
2663  
2664  ;------------------------------------------------------------------------------
2665  Weapon TechnicalRPGWeapon
2666    PrimaryDamage               = 50.0            
2667    PrimaryDamageRadius         = 5.0      
2668    ScatterRadiusVsInfantry     = 0.0              ; When this weapon is used against infantry, it can randomly miss by as much as this distance.
2669    AttackRange                 = 150.0
2670    MinimumAttackRange          = 5.0               ; Rockets take some distance to target, and you don't want them to blow up in your face.
2671    DamageType                  = EXPLOSION         ; ignored for projectile weapons
2672    DeathType                   = EXPLODED
2673    ProjectileObject            = TechnicalRPGMissile
2674    ProjectileExhaust           = InfantryStingerMissileExhaust
2675    VeterancyProjectileExhaust  = HEROIC HeroicInfantryStingerMissileExhaust
2676    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2677    ScatterRadius               = 0                 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
2678    DelayBetweenShots           = 1000              ; 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    AutoReloadsClip             = Yes 
2682    FireSound                   = TunnelRocketWeapon
2683    FireFX                      = None
2684    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
2685    ProjectileCollidesWith      = STRUCTURES
2686    AntiAirborneVehicle         = No
2687    AntiAirborneInfantry        = No
2688  End
2689  
2690  ;------------------------------------------------------------------------------
2691  Weapon QuadCannonGun
2692    PrimaryDamage         = 10.0
2693    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
2694    AttackRange           = 150.0
2695    DamageType            = SMALL_ARMS
2696    DeathType             = NORMAL
2697    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
2698    ProjectileObject      = NONE
2699    FireFX                = WeaponFX_QuadCannonGunFire
2700    VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
2701    FireSound             = QuadCannonWeapon
2702    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
2703    DelayBetweenShots     = 100 ;500               ; time between shots, msec
2704    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
2705    ClipReloadTime        = 0              ; how long to reload a Clip, msec
2706    AntiAirborneVehicle   = No
2707    AntiAirborneInfantry  = No
2708    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
2709  End
2710  
2711  ;------------------------------------------------------------------------------
2712  Weapon QuadCannonGunAir
2713    PrimaryDamage         = 5.0
2714    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
2715    AttackRange           = 350.0
2716    DamageType            = SMALL_ARMS
2717    DeathType             = NORMAL
2718    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
2719    ProjectileObject      = NONE
2720    FireFX                = WeaponFX_QuadCannonGunFire
2721    VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
2722    FireSound             = QuadCannonWeapon
2723    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
2724    DelayBetweenShots     = 100 ;500               ; time between shots, msec
2725    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
2726    ClipReloadTime        = 0              ; how long to reload a Clip, msec
2727    AntiAirborneVehicle   = Yes
2728    AntiAirborneInfantry  = Yes
2729    AntiGround = No
2730    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
2731  End
2732  
2733  ;------------------------------------------------------------------------------
2734  Weapon QuadCannonGunUpgradeOne
2735    PrimaryDamage         = 8.0
2736    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
2737    AttackRange           = 150.0
2738    DamageType            = SMALL_ARMS
2739    DeathType             = NORMAL
2740    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
2741    ProjectileObject      = NONE
2742    FireFX                = WeaponFX_QuadCannonGunFire
2743    VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
2744    FireSound             = QuadCannonWeapon
2745    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
2746    DelayBetweenShots     = 50 ;250               ; time between shots, msec
2747    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
2748    ClipReloadTime        = 0              ; how long to reload a Clip, msec
2749    AntiAirborneVehicle   = No
2750    AntiAirborneInfantry  = No
2751    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
2752  End
2753  
2754  ;------------------------------------------------------------------------------
2755  Weapon QuadCannonGunUpgradeOneAir
2756    PrimaryDamage         = 5.0
2757    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
2758    AttackRange           = 350.0
2759    DamageType            = SMALL_ARMS
2760    DeathType             = NORMAL
2761    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
2762    ProjectileObject      = NONE
2763    FireFX                = WeaponFX_QuadCannonGunFire
2764    VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
2765    FireSound             = QuadCannonWeapon
2766    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
2767    DelayBetweenShots     = 50 ;250               ; time between shots, msec
2768    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
2769    ClipReloadTime        = 0              ; how long to reload a Clip, msec
2770    AntiAirborneVehicle   = Yes
2771    AntiAirborneInfantry  = Yes
2772    AntiGround = No
2773    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
2774  End
2775  
2776  ;------------------------------------------------------------------------------
2777  Weapon QuadCannonGunUpgradeTwo
2778    PrimaryDamage         = 8.0
2779    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
2780    AttackRange           = 150.0
2781    DamageType            = SMALL_ARMS
2782    DeathType             = NORMAL
2783    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
2784    ProjectileObject      = NONE
2785    FireFX                = WeaponFX_QuadCannonGunFire
2786    VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
2787    FireSound             = QuadCannonWeapon
2788    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
2789    DelayBetweenShots     = 25 ;125               ; time between shots, msec
2790    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
2791    ClipReloadTime        = 0              ; how long to reload a Clip, msec
2792    AntiAirborneVehicle   = No
2793    AntiAirborneInfantry  = No
2794    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
2795  End
2796  
2797  ;------------------------------------------------------------------------------
2798  Weapon QuadCannonGunUpgradeTwoAir
2799    PrimaryDamage         = 5.0
2800    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
2801    AttackRange           = 350.0
2802    DamageType            = SMALL_ARMS
2803    DeathType             = NORMAL
2804    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
2805    ProjectileObject      = NONE
2806    FireFX                = WeaponFX_QuadCannonGunFire
2807    VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
2808    FireSound             = QuadCannonWeapon
2809    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
2810    DelayBetweenShots     = 25 ;125               ; time between shots, msec
2811    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
2812    ClipReloadTime        = 0              ; how long to reload a Clip, msec
2813    AntiAirborneVehicle   = Yes
2814    AntiAirborneInfantry  = Yes
2815    AntiGround = No
2816    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
2817  End
2818  
2819  ;------------------------------------------------------------------------------
2820  Weapon SuicideBomb
2821    PrimaryDamage = 300.0            
2822    PrimaryDamageRadius = 10.0      
2823    SecondaryDamage = 60.0          
2824    SecondaryDamageRadius = 50.0    
2825    LeechRangeWeapon = Yes  ; so if it gets in range of a unit moving away from it, it still detonates. jba.
2826    AttackRange = 5.0       ; must be very close to use this weapon!
2827    DamageType = EXPLOSION
2828    DeathType = SUICIDED
2829    WeaponSpeed = 99999.0             
2830    ProjectileObject = NONE
2831    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
2832    RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS
2833    DelayBetweenShots = 0              
2834    ClipSize = 1                        
2835    ClipReloadTime = 0                  
2836    AutoReloadsClip = No 
2837    FireFX = WeaponFX_SuicideDynamitePackDetonation
2838    FireSound = Explosion
2839  End
2840  
2841  ;------------------------------------------------------------------------------
2842  Weapon NuclearTankDeathWeapon
2843    PrimaryDamage               = 25.0            
2844    PrimaryDamageRadius         = 25.0      
2845    SecondaryDamage             = 10.0          
2846    SecondaryDamageRadius       = 75.0    
2847    AttackRange                 = 100.0
2848    DamageType                  = EXPLOSION 
2849    DeathType                   = EXPLODED
2850    WeaponSpeed                 = 99999.0
2851    ProjectileObject            = NONE
2852    FireFX                      = WeaponFX_NapalmMissileDetonation
2853    FireOCL                     = OCL_RadiationFieldSmall
2854    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2855    DelayBetweenShots           = 0                   ; time between shots, msec
2856    ClipSize                    = 1                            ; how many shots in a Clip (0 == infinite)
2857    ClipReloadTime              = 0                      ; how long to reload a Clip, msec
2858    AutoReloadsClip             = No 
2859    AntiGround                  = Yes
2860    DamageDealtAtSelfPosition   = Yes
2861  End
2862  
2863  ;------------------------------------------------------------------------------
2864  Weapon ChinaPowerPlantDeathWeapon
2865    PrimaryDamage               = 400.0            
2866    PrimaryDamageRadius         = 50.0      
2867    SecondaryDamage             = 50.0          
2868    SecondaryDamageRadius       = 100.0    
2869    AttackRange                 = 100.0
2870    DamageType                  = EXPLOSION         
2871    DeathType                   = EXPLODED
2872    WeaponSpeed                 = 99999.0    
2873    FireFX                      = FX_ChinaPowerPlantDeath
2874    FireOCL                     = OCL_RadiationFieldMedium
2875    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2876    DelayBetweenShots           = 0                   ; time between shots, msec
2877    ClipSize                    = 1                        ; how many shots in a Clip (0 == infinite)
2878    ClipReloadTime              = 0               ; how long to reload a Clip, msec
2879    AutoReloadsClip             = No 
2880  End
2881  
2882  ;------------------------------------------------------------------------------
2883  Weapon TomahawkMissileWeapon
2884    PrimaryDamage               = 150.0            
2885    PrimaryDamageRadius         = 10.0      
2886    SecondaryDamage             = 50.0          
2887    SecondaryDamageRadius       = 25.0    
2888    ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2889    AttackRange                 = 350.0
2890    PreAttackDelay              = 250
2891    PreAttackType               = PER_SHOT ; Do the delay every single shot
2892    MinimumAttackRange          = 100.0
2893    DamageType                  = EXPLOSION 
2894    DeathType                   = EXPLODED
2895    FireFX                      = FX_TomahawkIgnition
2896    ProjectileObject            = TomahawkMissile
2897    ProjectileExhaust           = TomahawkMissileExhaust
2898    VeterancyProjectileExhaust  = HEROIC HeroicTomahawkMissileExhaust
2899  ;  ProjectileDetonationFX      = WeaponFX_TomahawkMissileDetonation
2900    ProjectileDetonationFX      = WeaponFX_BombTruckDefaultBombDetonation
2901    RadiusDamageAffects         = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
2902    FireSound                   = TomahawkWeapon
2903    DelayBetweenShots           = 1
2904    ClipSize                    = 1                   ; how many shots in a Clip (0 == infinite)
2905    ClipReloadTime              = 7000               ; how long to reload a Clip, msec
2906    ; Uses a clip of one to get the Reloading modelcondition
2907    CapableOfFollowingWaypoints = Yes
2908  
2909    ; note, these only apply to units that aren't the explicit target 
2910    ; (ie, units that just happen to "get in the way"... projectiles
2911    ; always collide with the Designated Target, regardless of these flags
2912    ProjectileCollidesWith = STRUCTURES
2913  End
2914  
2915  ;------------------------------------------------------------------------------
2916  Weapon AmbulanceCleanHazardWeapon
2917    PrimaryDamage               = 100.0            
2918    PrimaryDamageRadius         = 50.0      
2919    AttackRange                 = 100.0
2920    
2921    ;This breaks (deadlocks) the AI when ambulance is on top of a "toxic point" to attack.
2922    ;MinimumAttackRange          = 10.0
2923  
2924    DamageType                  = HAZARD_CLEANUP
2925    DeathType                   = NORMAL
2926    WeaponSpeed                 = 600                     ;  dist/sec 
2927    WeaponRecoil                = 0                      ; angle to deflect the model when firing
2928    ProjectileObject            = CleanupStreamProjectile
2929    FireFX                      = WeaponFX_CleanupFireWeapon
2930    ProjectileDetonationFX      = WeaponFX_CleanupToxinDetonation
2931    FireSound                   = ToxinTractorWeaponLoop
2932    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
2933    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2934    DelayBetweenShots           = 40                ; time between shots, msec
2935    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
2936    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
2937    ProjectileStreamName        = CleanupHazardProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
2938  
2939    ; note, these only apply to units that aren't the explicit target 
2940    ; (ie, units that just happen to "get in the way"... projectiles
2941    ; always collide with the Designated Target, regardless of these flags
2942    ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
2943  End
2944  
2945  ;------------------------------------------------------------------------------
2946  Weapon BioHazardTechCleanHazardWeapon 
2947    PrimaryDamage               = 4.0            
2948    PrimaryDamageRadius         = 25.0      
2949    AttackRange                 = 100.0
2950    MinimumAttackRange          = 10.0
2951    DamageType                  = HAZARD_CLEANUP
2952    DeathType                   = NORMAL
2953    WeaponSpeed                 = 600                     ;  dist/sec 
2954    WeaponRecoil                = 0                      ; angle to deflect the model when firing
2955    ProjectileObject            = BioHazardCleanupStreamProjectile
2956    FireFX                      = WeaponFX_CleanupFireWeapon
2957    ProjectileDetonationFX      = WeaponFX_CleanupToxinDetonation
2958    FireSound                   = ToxinTractorWeaponLoop
2959    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
2960    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2961    DelayBetweenShots           = 40                ; time between shots, msec
2962    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
2963    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
2964    ProjectileStreamName        = CleanupHazardProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
2965  
2966    ; note, these only apply to units that aren't the explicit target 
2967    ; (ie, units that just happen to "get in the way"... projectiles
2968    ; always collide with the Designated Target, regardless of these flags
2969    ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
2970  End
2971  
2972  ;------------------------------------------------------------------------------
2973  Weapon DragonTankFlameWeapon
2974    PrimaryDamage               = 10.0            
2975    PrimaryDamageRadius         = 5.0      
2976    SecondaryDamage             = 1.0          
2977    SecondaryDamageRadius       = 10.0    
2978    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
2979    AttackRange                 = 75.0
2980    MinimumAttackRange          = 0; 10.0
2981    DamageType                  = FLAME
2982    DeathType                   = BURNED
2983    WeaponSpeed                 = 600                     ;  dist/sec 
2984    WeaponRecoil                = 0                      ; angle to deflect the model when firing
2985    ProjectileObject            = DragonTankFlameProjectile
2986    FireFX                      = WeaponFX_DragonTankFlameWeapon
2987    ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonation
2988    FireSound                   = DragonTankWeaponLoop
2989    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
2990    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
2991    DelayBetweenShots           = 40                ; time between shots, msec
2992    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
2993    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
2994    ProjectileStreamName        = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
2995    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
2996    AllowAttackGarrisonedBldgs  = Yes
2997  End
2998  
2999  ;------------------------------------------------------------------------------
3000  Weapon DragonTankFireWallWeapon
3001    PrimaryDamage               = 10.0            
3002    PrimaryDamageRadius         = 5.0      
3003    SecondaryDamage             = 1.0          
3004    SecondaryDamageRadius       = 10.0    
3005    AttackRange                 = 25.0 ; About the range from unit to start of fire.
3006    DamageType                  = FLAME
3007    DeathType                   = BURNED
3008    WeaponSpeed                 = 600                     ;  dist/sec 
3009    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3010    ProjectileObject            = DragonTankFlameProjectile
3011    FireFX                      = WeaponFX_DragonTankFlameWeapon
3012    ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonation
3013    ProjectileDetonationOCL     = OCL_FireWallSegment
3014    FireSound                   = DragonTankWeaponLoop
3015    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3016    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3017    DelayBetweenShots           = 40                ; time between shots, msec
3018    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3019    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3020    ProjectileStreamName        = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
3021  
3022    ; note, these only apply to units that aren't the explicit target 
3023    ; (ie, units that just happen to "get in the way"... projectiles
3024    ; always collide with the Designated Target, regardless of these flags
3025    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3026  End
3027  
3028  ;------------------------------------------------------------------------------
3029  Weapon DragonTankFlameWeaponUpgraded
3030    PrimaryDamage               = 12.5            
3031    PrimaryDamageRadius         = 5.0      
3032    SecondaryDamage             = 1.25          
3033    SecondaryDamageRadius       = 10.0    
3034    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3035    AttackRange                 = 75.0
3036    MinimumAttackRange          = 10.0
3037    DamageType                  = FLAME
3038    DeathType                   = BURNED
3039    WeaponSpeed                 = 600                     ;  dist/sec 
3040    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3041    ProjectileObject            = DragonTankFlameProjectileUpgraded
3042    FireFX                      = WeaponFX_DragonTankFlameWeaponUpgraded
3043    ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgraded
3044    FireSound                   = DragonTankWeaponLoop
3045    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3046    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3047    DelayBetweenShots           = 40                ; time between shots, msec
3048    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3049    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3050    ProjectileStreamName        = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
3051    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3052    AllowAttackGarrisonedBldgs  = Yes
3053  End
3054  
3055  ;------------------------------------------------------------------------------
3056  Weapon DragonTankFireWallWeaponUpgraded
3057    PrimaryDamage               = 12.5            
3058    PrimaryDamageRadius         = 5.0      
3059    SecondaryDamage             = 1.25          
3060    SecondaryDamageRadius       = 10.0    
3061    AttackRange                 = 25.0 ; About the range from unit to start of fire.
3062    DamageType                  = FLAME
3063    DeathType                   = BURNED
3064    WeaponSpeed                 = 600                     ;  dist/sec 
3065    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3066    ProjectileObject            = DragonTankFlameProjectileUpgraded
3067    FireFX                      = WeaponFX_DragonTankFlameWeaponUpgraded
3068    ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgraded
3069    ProjectileDetonationOCL     = OCL_FireWallSegmentUpgraded
3070    FireSound                   = DragonTankWeaponLoop
3071    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3072    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3073    DelayBetweenShots           = 40                ; time between shots, msec
3074    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3075    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3076    ProjectileStreamName        = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
3077  
3078    ; note, these only apply to units that aren't the explicit target 
3079    ; (ie, units that just happen to "get in the way"... projectiles
3080    ; always collide with the Designated Target, regardless of these flags
3081    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3082  End
3083  
3084  ;------------------------------------------------------------------------------
3085  Weapon ToxinTruckGun
3086    PrimaryDamage               = 10.0            
3087    PrimaryDamageRadius         = 10.0      
3088    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3089    AttackRange                 = 100.0
3090    MinimumAttackRange          = 0 ;20.0
3091    DamageType                  = POISON
3092    DeathType                   = POISONED
3093    WeaponSpeed                 = 600                     ;  dist/sec 
3094    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3095    ProjectileObject            = ToxinTruckStreamProjectile
3096    FireFX                      = WeaponFX_ToxinTruckFlameWeapon
3097    ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonation
3098    FireSound                   = ToxinTractorWeaponLoop
3099    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3100    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3101    DelayBetweenShots           = 40                ; time between shots, msec
3102    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
3103    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
3104    ProjectileStreamName        = ToxinTruckProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
3105    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3106    AllowAttackGarrisonedBldgs  = Yes
3107  End
3108  
3109  ;------------------------------------------------------------------------------
3110  Weapon ToxinTruckGunUpgraded
3111    PrimaryDamage               = 12.5
3112    PrimaryDamageRadius         = 10.0      
3113    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3114    AttackRange                 = 100.0
3115    MinimumAttackRange          = 10.0
3116    DamageType                  = POISON
3117    DeathType                   = POISONED_BETA
3118    WeaponSpeed                 = 600                     ;  dist/sec 
3119    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3120    ProjectileObject            = ToxinTruckStreamProjectileUpgraded
3121    FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
3122    ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
3123    FireSound                   = ToxinTractorWeaponLoop
3124    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3125    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3126    DelayBetweenShots           = 40                ; time between shots, msec
3127    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
3128    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
3129    ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
3130    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3131    AllowAttackGarrisonedBldgs  = Yes
3132  End
3133  
3134  ;------------------------------------------------------------------------------
3135  Weapon ToxinTruckSprayer
3136    PrimaryDamage               = 0            
3137    PrimaryDamageRadius         = 0.0      
3138    SecondaryDamage             = 2.0          
3139    SecondaryDamageRadius       = 75.0    
3140    AttackRange                 = 15.0
3141    DamageType                  = POISON
3142    DeathType                   = POISONED
3143    WeaponSpeed                 = 600                     ;  dist/sec 
3144    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3145    ProjectileObject            = ToxinTruckSprayProjectile
3146    FireFX                      = WeaponFX_ToxinTruckSprayNozzle
3147    ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGround
3148    FireSound                   = ToxinTractorContaminate
3149    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3150    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3151    DelayBetweenShots           = 200                ; time between shots, msec
3152    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3153    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3154    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
3155    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3156    AcceptableAimDelta = 180
3157  End
3158  
3159  ;------------------------------------------------------------------------------
3160  Weapon ToxinTruckSprayerUpgraded
3161    PrimaryDamage               = 0            
3162    PrimaryDamageRadius         = 0.0      
3163    SecondaryDamage             = 2.5          
3164    SecondaryDamageRadius       = 75.0    
3165    AttackRange                 = 15.0
3166    DamageType                  = POISON
3167    DeathType                   = POISONED_BETA
3168    WeaponSpeed                 = 600                     ;  dist/sec 
3169    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3170    ProjectileObject            = ToxinTruckSprayProjectile
3171    FireFX                      = WeaponFX_ToxinTruckSprayNozzleUpgraded
3172    ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGroundUpgraded
3173    FireSound                   = ToxinTractorContaminate
3174    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3175    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3176    DelayBetweenShots           = 200                ; time between shots, msec
3177    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3178    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3179    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
3180    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3181    AcceptableAimDelta = 180
3182  End
3183  
3184  ;------------------------------------------------------------------------------
3185  Weapon ToxinTruckGunPlusOne
3186    PrimaryDamage               = 12.5            
3187    PrimaryDamageRadius         = 10.0      
3188    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3189    AttackRange                 = 100.0
3190    MinimumAttackRange          = 0 ;20.0
3191    DamageType                  = POISON
3192    DeathType                   = POISONED
3193    WeaponSpeed                 = 600                     ;  dist/sec 
3194    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3195    ProjectileObject            = ToxinTruckStreamProjectile
3196    FireFX                      = WeaponFX_ToxinTruckFlameWeapon
3197    ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonation
3198    FireSound                   = ToxinTractorWeaponLoop
3199    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3200    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3201    DelayBetweenShots           = 40                ; time between shots, msec
3202    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
3203    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
3204    ProjectileStreamName        = ToxinTruckProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
3205    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3206    AllowAttackGarrisonedBldgs  = Yes
3207  End
3208  
3209  ;------------------------------------------------------------------------------
3210  Weapon ToxinTruckGunUpgradedPlusOne
3211    PrimaryDamage               = 15.0
3212    PrimaryDamageRadius         = 10.0      
3213    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3214    AttackRange                 = 100.0
3215    MinimumAttackRange          = 10.0
3216    DamageType                  = POISON
3217    DeathType                   = POISONED_BETA
3218    WeaponSpeed                 = 600                     ;  dist/sec 
3219    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3220    ProjectileObject            = ToxinTruckStreamProjectileUpgraded
3221    FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
3222    ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
3223    FireSound                   = ToxinTractorWeaponLoop
3224    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3225    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3226    DelayBetweenShots           = 40                ; time between shots, msec
3227    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
3228    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
3229    ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
3230    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3231    AllowAttackGarrisonedBldgs  = Yes
3232  End
3233  
3234  ;------------------------------------------------------------------------------
3235  Weapon ToxinTruckSprayerPlusOne
3236    PrimaryDamage               = 0            
3237    PrimaryDamageRadius         = 0.0      
3238    SecondaryDamage             = 2.5          
3239    SecondaryDamageRadius       = 75.0    
3240    AttackRange                 = 15.0
3241    DamageType                  = POISON
3242    DeathType                   = POISONED
3243    WeaponSpeed                 = 600                     ;  dist/sec 
3244    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3245    ProjectileObject            = ToxinTruckSprayProjectile
3246    FireFX                      = WeaponFX_ToxinTruckSprayNozzle
3247    ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGround
3248    FireSound                   = ToxinTractorContaminate
3249    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3250    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3251    DelayBetweenShots           = 200                ; time between shots, msec
3252    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3253    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3254    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
3255    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3256    AcceptableAimDelta = 180
3257  End
3258  
3259  ;------------------------------------------------------------------------------
3260  Weapon ToxinTruckSprayerUpgradedPlusOne
3261    PrimaryDamage               = 0            
3262    PrimaryDamageRadius         = 0.0      
3263    SecondaryDamage             = 3.0          
3264    SecondaryDamageRadius       = 75.0    
3265    AttackRange                 = 15.0
3266    DamageType                  = POISON
3267    DeathType                   = POISONED_BETA
3268    WeaponSpeed                 = 600                     ;  dist/sec 
3269    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3270    ProjectileObject            = ToxinTruckSprayProjectile
3271    FireFX                      = WeaponFX_ToxinTruckSprayNozzleUpgraded
3272    ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGroundUpgraded
3273    FireSound                   = ToxinTractorContaminate
3274    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3275    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3276    DelayBetweenShots           = 200                ; time between shots, msec
3277    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3278    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3279    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
3280    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3281    AcceptableAimDelta = 180
3282  End
3283  
3284  ;------------------------------------------------------------------------------
3285  Weapon ToxinTruckGunPlusTwo
3286    PrimaryDamage               = 15.0            
3287    PrimaryDamageRadius         = 10.0      
3288    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3289    AttackRange                 = 100.0
3290    MinimumAttackRange          = 0 ;20.0
3291    DamageType                  = POISON
3292    DeathType                   = POISONED
3293    WeaponSpeed                 = 600                     ;  dist/sec 
3294    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3295    ProjectileObject            = ToxinTruckStreamProjectile
3296    FireFX                      = WeaponFX_ToxinTruckFlameWeapon
3297    ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonation
3298    FireSound                   = ToxinTractorWeaponLoop
3299    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3300    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3301    DelayBetweenShots           = 40                ; time between shots, msec
3302    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
3303    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
3304    ProjectileStreamName        = ToxinTruckProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
3305    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3306    AllowAttackGarrisonedBldgs  = Yes
3307  End
3308  
3309  ;------------------------------------------------------------------------------
3310  Weapon ToxinTruckGunUpgradedPlusTwo
3311    PrimaryDamage               = 20.0
3312    PrimaryDamageRadius         = 10.0      
3313    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3314    AttackRange                 = 100.0
3315    MinimumAttackRange          = 10.0
3316    DamageType                  = POISON
3317    DeathType                   = POISONED_BETA
3318    WeaponSpeed                 = 600                     ;  dist/sec 
3319    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3320    ProjectileObject            = ToxinTruckStreamProjectileUpgraded
3321    FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
3322    ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
3323    FireSound                   = ToxinTractorWeaponLoop
3324    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3325    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3326    DelayBetweenShots           = 40                ; time between shots, msec
3327    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
3328    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
3329    ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
3330    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3331    AllowAttackGarrisonedBldgs  = Yes
3332  End
3333  
3334  ;------------------------------------------------------------------------------
3335  Weapon ToxinTruckSprayerPlusTwo
3336    PrimaryDamage               = 0            
3337    PrimaryDamageRadius         = 0.0      
3338    SecondaryDamage             = 3.0          
3339    SecondaryDamageRadius       = 75.0    
3340    AttackRange                 = 15.0
3341    DamageType                  = POISON
3342    DeathType                   = POISONED
3343    WeaponSpeed                 = 600                     ;  dist/sec 
3344    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3345    ProjectileObject            = ToxinTruckSprayProjectile
3346    FireFX                      = WeaponFX_ToxinTruckSprayNozzle
3347    ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGround
3348    FireSound                   = ToxinTractorContaminate
3349    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3350    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3351    DelayBetweenShots           = 200                ; time between shots, msec
3352    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3353    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3354    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
3355    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3356    AcceptableAimDelta = 180
3357  End
3358  
3359  ;------------------------------------------------------------------------------
3360  Weapon ToxinTruckSprayerUpgradedPlusTwo
3361    PrimaryDamage               = 0            
3362    PrimaryDamageRadius         = 0.0      
3363    SecondaryDamage             = 4.0          
3364    SecondaryDamageRadius       = 75.0    
3365    AttackRange                 = 15.0
3366    DamageType                  = POISON
3367    DeathType                   = POISONED_BETA
3368    WeaponSpeed                 = 600                     ;  dist/sec 
3369    WeaponRecoil                = 0                      ; angle to deflect the model when firing
3370    ProjectileObject            = ToxinTruckSprayProjectile
3371    FireFX                      = WeaponFX_ToxinTruckSprayNozzleUpgraded
3372    ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGroundUpgraded
3373    FireSound                   = ToxinTractorContaminate
3374    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
3375    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3376    DelayBetweenShots           = 200                ; time between shots, msec
3377    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
3378    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
3379    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
3380    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
3381    AcceptableAimDelta = 180
3382  End
3383  
3384  ;------------------------------------------------------------------------------
3385  Weapon FireWallSegmentWeapon
3386    PrimaryDamage               = 4.0            
3387    PrimaryDamageRadius         = 10.0      
3388    AttackRange                 = 15.0
3389    DamageType                  = FLAME
3390    DeathType                   = BURNED
3391    WeaponSpeed                 = 600                     ;  dist/sec 
3392  
3393  ; FireFx left commented out to illustrate particle presence is on object
3394    ;FireFX = WeaponFX_SmallFireFieldWeapon
3395  
3396    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3397    DelayBetweenShots           = 250                ; time between shots, msec
3398  End
3399  
3400  ;------------------------------------------------------------------------------
3401  Weapon FireWallSegmentUpgradedWeapon
3402    PrimaryDamage               = 5.0            
3403    PrimaryDamageRadius         = 10.0      
3404    AttackRange                 = 15.0
3405    DamageType                  = FLAME
3406    DeathType                   = BURNED
3407    WeaponSpeed                 = 600                     ;  dist/sec 
3408  
3409  ; FireFx left commented out to illustrate particle presence is on object
3410    ;FireFX = WeaponFX_SmallFireFieldWeapon
3411  
3412    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3413    DelayBetweenShots           = 250                ; time between shots, msec
3414  End
3415  
3416  ;------------------------------------------------------------------------------
3417  Weapon ParticleUplinkCannonBeamTrailRemnantWeapon
3418    PrimaryDamage               = 15.0 ;30.0            
3419    PrimaryDamageRadius         = 10.0      
3420    DamageType                  = PARTICLE_BEAM
3421    DeathType                   = BURNED
3422    WeaponSpeed                 = 250                     ;  dist/sec 
3423  
3424  ; FireFx left commented out to illustrate particle presence is on object
3425    ;FireFX = WeaponFX_SmallFireFieldWeapon
3426  
3427    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3428    DelayBetweenShots           = 250                ; time between shots, msec
3429  End
3430  
3431  ;------------------------------------------------------------------------------
3432  Weapon DirtyNukeCreationWeapon ; Nukes are complicated, so we need to spawn an object, not just do damage
3433    FireOCL = OCL_DirtyNuke
3434  End
3435  
3436  ;------------------------------------------------------------------------------
3437  Weapon SmallFireFieldWeapon
3438    PrimaryDamage               = 5.0  ;will do this 10 times in 2.5 seconds - DB            
3439    PrimaryDamageRadius         = 30.0      
3440    AttackRange                 = 15.0
3441    MinimumAttackRange          = 10.0
3442    DamageType                  = FLAME
3443    DeathType                   = BURNED
3444    WeaponSpeed                 = 600                     ;  dist/sec 
3445  
3446  ;Commented out to show effect was moved to object itself.  Note that if the damage radius
3447  ;changed then the art must be changed now too becuase of this.
3448    ;FireFX = WeaponFX_SmallFireFieldWeapon ; This FxList is marked UseCallersRadius,
3449    ; so the damage range can be tweaked and it will change the effect's radius too
3450  
3451    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3452    DelayBetweenShots           = 250                ; time between shots, msec
3453  End
3454  
3455  ;------------------------------------------------------------------------------
3456  Weapon SmallFireFieldWeaponUpgraded
3457    PrimaryDamage = 7.5            
3458    PrimaryDamageRadius = 30.0      
3459    AttackRange = 15.0
3460    MinimumAttackRange = 10.0
3461    DamageType = FLAME
3462    DeathType = BURNED
3463    WeaponSpeed = 600                     ;  dist/sec 
3464  
3465  ;Commented out to show effect was moved to object itself.  Note that if the damage radius
3466  ;changed then the art must be changed now too becuase of this.
3467    ;FireFX = WeaponFX_SmallFireFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
3468    ; so the damage range can be tweaked and it will change the effect's radius too
3469  
3470    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
3471    DelayBetweenShots = 250                ; time between shots, msec
3472  End
3473  
3474  ;------------------------------------------------------------------------------
3475  ;This weapon is used at the core of every damage field to kill other fields to prevent stacking
3476  Weapon HazardFieldCoreWeapon
3477    PrimaryDamage = 200.0            
3478    PrimaryDamageRadius = 10.0      
3479    AttackRange = 15.0
3480    DamageType = HAZARD_CLEANUP
3481  
3482    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
3483  
3484    ; This clip pattern insures that the new field kills the old fields
3485    DelayBetweenShots = 5
3486    ClipSize = 1         
3487    ClipReloadTime = 100000
3488  End
3489  
3490  ;------------------------------------------------------------------------------
3491  Weapon LargePoisonFieldWeapon
3492    PrimaryDamage = 15.0            
3493    PrimaryDamageRadius = 140.0      
3494    AttackRange = 15.0
3495    MinimumAttackRange = 10.0
3496    DamageType = POISON
3497    DeathType = POISONED
3498    WeaponSpeed = 600                     ;  dist/sec 
3499  
3500    FireFX = WeaponFX_LargePoisonFieldWeapon ; This FxList is marked UseCallersRadius,
3501    ; so the damage range can be tweaked and it will change the effect's radius too
3502  
3503    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3504    DelayBetweenShots = 500                ; time between shots, msec
3505  End
3506  
3507  ;------------------------------------------------------------------------------
3508  Weapon MediumPoisonFieldWeapon
3509    PrimaryDamage = 2.0            
3510    PrimaryDamageRadius = 80.0      
3511    AttackRange = 15.0
3512    MinimumAttackRange = 10.0
3513    DamageType = POISON
3514    DeathType = POISONED
3515    WeaponSpeed = 600                     ;  dist/sec 
3516  
3517    FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FxList is marked UseCallersRadius,
3518    ; so the damage range can be tweaked and it will change the effect's radius too
3519  
3520    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3521    DelayBetweenShots = 500                ; time between shots, msec
3522  End
3523  
3524  ;------------------------------------------------------------------------------
3525  Weapon SmallPoisonFieldWeapon
3526    PrimaryDamage = 2.0            
3527    PrimaryDamageRadius = 12.0 ;7.5      
3528    AttackRange = 15.0
3529    MinimumAttackRange = 10.0
3530    DamageType = POISON
3531    DeathType = POISONED
3532    WeaponSpeed = 600                     ;  dist/sec 
3533  
3534    FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FxList is marked UseCallersRadius,
3535    ; so the damage range can be tweaked and it will change the effect's radius too
3536  
3537    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3538    DelayBetweenShots = 500                ; time between shots, msec
3539  End
3540  
3541  ;------------------------------------------------------------------------------
3542  Weapon AnthraxBombPoisonFieldWeapon
3543    PrimaryDamage = 40.0
3544    PrimaryDamageRadius = 300.0      
3545    AttackRange = 15.0
3546    MinimumAttackRange = 10.0
3547    DamageType = POISON
3548    DeathType = POISONED_BETA
3549    WeaponSpeed = 600                     ;  dist/sec 
3550  
3551    FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
3552    ; so the damage range can be tweaked and it will change the effect's radius too
3553  
3554    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3555    DelayBetweenShots = 500                ; time between shots, msec
3556  End
3557  
3558  ;------------------------------------------------------------------------------
3559  Weapon LargePoisonFieldWeaponUpgraded
3560    PrimaryDamage = 25.0            
3561    PrimaryDamageRadius = 140.0      
3562    AttackRange = 15.0
3563    MinimumAttackRange = 10.0
3564    DamageType = POISON
3565    DeathType = POISONED_BETA
3566    WeaponSpeed = 600                     ;  dist/sec 
3567  
3568    FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
3569    ; so the damage range can be tweaked and it will change the effect's radius too
3570  
3571    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3572    DelayBetweenShots = 500                ; time between shots, msec
3573  End
3574  
3575  ;------------------------------------------------------------------------------
3576  Weapon MediumPoisonFieldWeaponUpgraded
3577    PrimaryDamage = 2.5            
3578    PrimaryDamageRadius = 80.0      
3579    AttackRange = 15.0
3580    MinimumAttackRange = 10.0
3581    DamageType = POISON
3582    DeathType = POISONED_BETA
3583    WeaponSpeed = 600                     ;  dist/sec 
3584  
3585    FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
3586    ; so the damage range can be tweaked and it will change the effect's radius too
3587  
3588    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3589    DelayBetweenShots = 500                ; time between shots, msec
3590  End
3591  
3592  ;------------------------------------------------------------------------------
3593  Weapon SmallPoisonFieldWeaponUpgraded
3594    PrimaryDamage = 2.5            
3595    PrimaryDamageRadius = 7.5     
3596    AttackRange = 15.0
3597    MinimumAttackRange = 10.0
3598    DamageType = POISON
3599    DeathType = POISONED_BETA
3600    WeaponSpeed = 600                     ;  dist/sec 
3601  
3602    FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
3603    ; so the damage range can be tweaked and it will change the effect's radius too
3604  
3605    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3606    DelayBetweenShots = 500                ; time between shots, msec
3607  End
3608  
3609  ;------------------------------------------------------------------------------
3610  Weapon LargeRadiationFieldWeapon
3611    PrimaryDamage = 25.0            
3612    PrimaryDamageRadius = 200.0      
3613    AttackRange = 15.0
3614    MinimumAttackRange = 10.0
3615    DamageType = RADIATION
3616    DeathType = NORMAL
3617    WeaponSpeed = 600                     ;  dist/sec 
3618  
3619    FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
3620    ; so the damage range can be tweaked and it will change the effect's radius too
3621  
3622    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3623    DelayBetweenShots = 750                ; time between shots, msec
3624  End
3625  
3626  ;------------------------------------------------------------------------------
3627  Weapon MediumRadiationFieldWeapon
3628    PrimaryDamage = 15.0            
3629    PrimaryDamageRadius = 50.0      
3630    AttackRange = 15.0
3631    MinimumAttackRange = 10.0
3632    DamageType = RADIATION
3633    DeathType = NORMAL
3634    WeaponSpeed = 600                     ;  dist/sec 
3635  
3636    FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
3637    ; so the damage range can be tweaked and it will change the effect's radius too
3638  
3639    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3640    DelayBetweenShots = 750                ; time between shots, msec
3641  End
3642  
3643  ;------------------------------------------------------------------------------
3644  Weapon SmallRadiationFieldWeapon 
3645    PrimaryDamage = 5.0            
3646    PrimaryDamageRadius = 25.0      
3647    AttackRange = 15.0
3648    MinimumAttackRange = 10.0
3649    DamageType = RADIATION
3650    DeathType = NORMAL
3651    WeaponSpeed = 600                     ;  dist/sec 
3652  
3653    FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
3654    ; so the damage range can be tweaked and it will change the effect's radius too
3655  
3656    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3657    DelayBetweenShots = 750                ; time between shots, msec
3658  End
3659  
3660  ;------------------------------------------------------------------------------
3661  Weapon NukeRadiationFieldWeapon
3662    PrimaryDamage = 25.0            
3663    PrimaryDamageRadius = 200.0      
3664    AttackRange = 15.0
3665    MinimumAttackRange = 10.0
3666    DamageType = RADIATION
3667    DeathType = NORMAL
3668    WeaponSpeed = 600                     ;  dist/sec 
3669  
3670    FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
3671    ; so the damage range can be tweaked and it will change the effect's radius too
3672  
3673    SuspendFXDelay = 10000;milliseconds 
3674  
3675    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
3676    DelayBetweenShots = 750                ; time between shots, msec
3677  End
3678  
3679  ;------------------------------------------------------------------------------
3680  Weapon TreeFireDealDamageWeapon
3681    PrimaryDamage = 5.0            
3682    PrimaryDamageRadius = 2.0      
3683    AttackRange = 100.0
3684    DamageType = FLAME         
3685    DeathType = BURNED
3686    WeaponSpeed = 99999.0             
3687    ProjectileObject = NONE
3688    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
3689    DelayBetweenShots = 0                   ; time between shots, msec
3690    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
3691    ClipReloadTime = 0               ; how long to reload a Clip, msec
3692    AutoReloadsClip = No 
3693  End
3694  
3695  ;------------------------------------------------------------------------------
3696  Weapon BurningEmberWeapon
3697    PrimaryDamage = 2.0            
3698    PrimaryDamageRadius = 2.0      
3699    AttackRange = 100.0
3700    DamageType = FLAME         
3701    DeathType = BURNED
3702    WeaponSpeed = 99999.0             
3703    ProjectileObject = NONE
3704    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
3705    DelayBetweenShots = 0                   ; time between shots, msec
3706    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
3707    ClipReloadTime = 0               ; how long to reload a Clip, msec
3708    AutoReloadsClip = No 
3709  End
3710  
3711  ;------------------------------------------------------------------------------
3712  ; firing this weapon just creates a Firestorm object.
3713  Weapon FirestormSmallCreationWeapon
3714    DamageType = FLAME
3715    DeathType = BURNED
3716    FireOCL = OCL_FirestormSmall
3717  End
3718  
3719  ;------------------------------------------------------------------------------
3720  ; firing this weapon just creates a Firestorm object.
3721  Weapon BlackNapalmFirestormSmallCreationWeapon
3722    DamageType = FLAME
3723    DeathType = BURNED
3724    FireOCL = OCL_BlackNapalmFirestormSmall
3725  End
3726  
3727  ;------------------------------------------------------------------------------
3728  Weapon TroopCrawlerAssault
3729    PrimaryDamage = 0.00001
3730    PrimaryDamageRadius = 0.0
3731    AttackRange = 175.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks!
3732    DamageType = DEPLOY
3733    DeathType = NORMAL
3734    WeaponSpeed = 0         ; dist/sec 
3735    ProjectileObject = NONE
3736    FireFX = None
3737    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
3738    DelayBetweenShots = 1000               ; time between shots, msec
3739    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
3740    ClipReloadTime = 0              ; how long to reload a Clip, msec
3741    AcceptableAimDelta = 180
3742  End
3743  
3744  ;------------------------------------------------------------------------------
3745  Weapon AircraftCarrierOrderLaunch
3746    PrimaryDamage = 0.00001
3747    PrimaryDamageRadius = 0.0
3748    AttackRange = 1000000.0 
3749    DamageType = DEPLOY
3750    DeathType = NORMAL
3751    WeaponSpeed = 0         ; dist/sec 
3752    ProjectileObject = NONE
3753    FireFX = None
3754    DelayBetweenShots = 1000               ; time between shots, msec
3755    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
3756    ClipReloadTime = 0              ; how long to reload a Clip, msec
3757    AcceptableAimDelta = 180
3758  End
3759  
3760  ;------------------------------------------------------------------------------
3761  Weapon InfernoCannonGun
3762    PrimaryDamage = 30.0
3763    PrimaryDamageRadius = 15.0
3764    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3765    AttackRange = 300
3766    MinimumAttackRange = 50.0
3767    MinTargetPitch = -90
3768    MaxTargetPitch = 79
3769    DamageType = EXPLOSION
3770    DeathType = EXPLODED
3771    WeaponSpeed = 250         ; dist/sec 
3772    MinWeaponSpeed = 75        
3773    ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
3774    ProjectileObject = InfernoTankShell
3775    FireFX = WeaponFX_GenericTankGunNoTracer
3776    VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
3777    FireSound = InfernoCannonWeapon
3778    ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation
3779    RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
3780    DelayBetweenShots = 4000               ; time between shots, msec
3781    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
3782    ClipReloadTime = 0              ; how long to reload a Clip, msec
3783  
3784    HistoricBonusTime = 3000
3785    HistoricBonusCount = 6
3786    HistoricBonusRadius = 20
3787    HistoricBonusWeapon = FirestormSmallCreationWeapon
3788  End
3789  
3790  ;------------------------------------------------------------------------------
3791  Weapon InfernoCannonGunUpgraded
3792    PrimaryDamage = 30.0
3793    PrimaryDamageRadius = 15.0
3794    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3795    AttackRange = 300
3796    MinimumAttackRange = 50.0
3797    MinTargetPitch = -90
3798    MaxTargetPitch = 79
3799    DamageType = EXPLOSION
3800    DeathType = EXPLODED
3801    WeaponSpeed = 250         ; dist/sec 
3802    MinWeaponSpeed = 75        
3803    ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
3804    ProjectileObject = InfernoTankShellUpgraded
3805    FireFX = WeaponFX_GenericTankGunNoTracer
3806    VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
3807    FireSound = InfernoCannonWeapon
3808    ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation
3809    RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
3810    DelayBetweenShots = 4000               ; time between shots, msec
3811    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
3812    ClipReloadTime = 0              ; how long to reload a Clip, msec
3813  
3814    HistoricBonusTime = 3000
3815    HistoricBonusCount = 6
3816    HistoricBonusRadius = 20
3817    HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon
3818  End
3819  
3820  ;------------------------------------------------------------------------------
3821  Weapon SmallFireFieldCreationWeapon
3822    FireOCL = OCL_FireFieldSmall
3823    PrimaryDamage = 0.0
3824    PrimaryDamageRadius = 1.0
3825  End
3826  
3827  ;------------------------------------------------------------------------------
3828  Weapon SmallFireFieldUpgradedCreationWeapon
3829    FireOCL = OCL_FireFieldUpgradedSmall
3830    PrimaryDamage = 0.0
3831    PrimaryDamageRadius = 1.0
3832  End
3833  
3834  ;------------------------------------------------------------------------------
3835  Weapon NukeCannonGun
3836    PrimaryDamage           = 400.0
3837    PrimaryDamageRadius     = 50.0
3838    SecondaryDamage         = 20.0
3839    SecondaryDamageRadius   = 60.0
3840    ScatterRadiusVsInfantry = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3841    AttackRange             = 350.0
3842    MinimumAttackRange      = 150.0
3843    DamageType              = EXPLOSION
3844    DeathType               = EXPLODED
3845    WeaponSpeed             = 200         ; dist/sec 
3846    ProjectileObject        = NukeCannonShell
3847    FireFX                  = WeaponFX_NukeCannonMuzzleFlash
3848    FireSound               = NukeCannonWeapon
3849    VeterancyFireFX         = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash
3850    ProjectileDetonationFX  = WeaponFX_NukeCannon
3851    ProjectileDetonationOCL = OCL_RadiationFieldMedium
3852    RadiusDamageAffects     = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
3853    DelayBetweenShots       = 10000        ; time between shots, msec
3854    ClipSize                = 0            ; how many shots in a Clip (0 == infinite)
3855    ClipReloadTime          = 0            ; how long to reload a Clip, msec
3856  End
3857  
3858  ;------------------------------------------------------------------------------
3859  ;*********************** Cinematic Only Unit **********************************
3860  Weapon CINE_NukeCannonGun
3861    PrimaryDamage           = 1
3862    PrimaryDamageRadius     = 1
3863    SecondaryDamage         = 1
3864    SecondaryDamageRadius   = 1
3865    ScatterRadiusVsInfantry = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3866    AttackRange             = 2000.0
3867    MinimumAttackRange      = 200.0
3868    DamageType              = EXPLOSION
3869    DeathType               = EXPLODED
3870    WeaponSpeed             = 2000         ; dist/sec 
3871    FireFX                  = WeaponFX_NukeCannonMuzzleFlash
3872    FireSound               = NukeCannonWeapon
3873    VeterancyFireFX         = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash
3874    RadiusDamageAffects     = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
3875    DelayBetweenShots       = 10000        ; 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 SCUDLauncherGunExplosive
3882    PrimaryDamage               = 300.0            
3883    PrimaryDamageRadius         = 50.0      
3884    SecondaryDamage             = 50.0          
3885    SecondaryDamageRadius       = 100.0    
3886    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3887    AttackRange                 = 350.0
3888    MinimumAttackRange          = 200.0
3889    PreAttackDelay              = 500
3890    PreAttackType               = PER_SHOT ; Do the delay every single shot
3891    DamageType                  = EXPLOSION 
3892    DeathType                   = EXPLODED
3893    FireFX                      = FX_ScudLauncherIgnition
3894    ProjectileObject            = SCUDMissile
3895    ProjectileExhaust           = ScudMissileExhaust
3896    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
3897    ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
3898    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
3899    FireSound                   = ScudLauncherWeapon
3900    DelayBetweenShots           = 1
3901    ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
3902    ClipReloadTime              = 10000            ; how long to reload a Clip, msec
3903    ; Uses a clip of one to get the Reloading modelcondition
3904  
3905    ; note, these only apply to units that aren't the explicit target 
3906    ; (ie, units that just happen to "get in the way"... projectiles
3907    ; always collide with the Designated Target, regardless of these flags
3908    ProjectileCollidesWith = STRUCTURES
3909  
3910    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
3911  End
3912  
3913  ;------------------------------------------------------------------------------
3914  Weapon SCUDLauncherGunExplosivePlusOne
3915    PrimaryDamage               = 300.0            
3916    PrimaryDamageRadius         = 50.0      
3917    SecondaryDamage             = 50.0          
3918    SecondaryDamageRadius       = 100.0    
3919    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3920    AttackRange                 = 450.0
3921    MinimumAttackRange          = 200.0
3922    PreAttackDelay              = 500
3923    PreAttackType               = PER_SHOT ; Do the delay every single shot
3924    DamageType                  = EXPLOSION 
3925    DeathType                   = EXPLODED
3926    FireFX                      = FX_ScudLauncherIgnition
3927    ProjectileObject            = SCUDMissilePlusOne
3928    ProjectileExhaust           = ScudMissileExhaust
3929    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
3930    ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
3931    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
3932    FireSound                   = ScudLauncherWeapon
3933    DelayBetweenShots           = 1
3934    ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
3935    ClipReloadTime              = 10000            ; how long to reload a Clip, msec
3936    ; Uses a clip of one to get the Reloading modelcondition
3937  
3938    ; note, these only apply to units that aren't the explicit target 
3939    ; (ie, units that just happen to "get in the way"... projectiles
3940    ; always collide with the Designated Target, regardless of these flags
3941    ProjectileCollidesWith = STRUCTURES
3942  
3943    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
3944  End
3945  
3946  ;------------------------------------------------------------------------------
3947  Weapon SCUDLauncherGunExplosivePlusTwo
3948    PrimaryDamage               = 400.0            
3949    PrimaryDamageRadius         = 50.0      
3950    SecondaryDamage             = 75.0          
3951    SecondaryDamageRadius       = 100.0    
3952    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3953    AttackRange                 = 450.0
3954    MinimumAttackRange          = 200.0
3955    PreAttackDelay              = 500
3956    PreAttackType               = PER_SHOT ; Do the delay every single shot
3957    DamageType                  = EXPLOSION 
3958    DeathType                   = EXPLODED
3959    FireFX                      = FX_ScudLauncherIgnition
3960    ProjectileObject            = SCUDMissilePlusTwo
3961    ProjectileExhaust           = ScudMissileExhaust
3962    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
3963    ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
3964    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
3965    FireSound                   = ScudLauncherWeapon
3966    DelayBetweenShots           = 1
3967    ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
3968    ClipReloadTime              = 10000            ; how long to reload a Clip, msec
3969    ; Uses a clip of one to get the Reloading modelcondition
3970  
3971    ; note, these only apply to units that aren't the explicit target 
3972    ; (ie, units that just happen to "get in the way"... projectiles
3973    ; always collide with the Designated Target, regardless of these flags
3974    ProjectileCollidesWith = STRUCTURES
3975  
3976    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
3977  End
3978  
3979  ;-----------------------------------------------------------------------------------
3980  Weapon CINE_SCUDLauncherGunExplosive
3981    PrimaryDamage               = 300.0            
3982    PrimaryDamageRadius         = 50.0      
3983    SecondaryDamage             = 50.0          
3984    SecondaryDamageRadius       = 100.0    
3985    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
3986    AttackRange                 = 350.0
3987    MinimumAttackRange          = 200.0
3988    PreAttackDelay              = 500
3989    PreAttackType               = PER_SHOT ; Do the delay every single shot
3990    DamageType                  = EXPLOSION 
3991    DeathType                   = EXPLODED
3992    FireFX                      = FX_ScudLauncherIgnition
3993    ProjectileObject            = CINE_SCUDMissile
3994    ProjectileExhaust           = ScudMissileExhaust
3995    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
3996    ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
3997    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
3998    FireSound                   = ScudLauncherWeapon
3999    DelayBetweenShots           = 1
4000    ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
4001    ClipReloadTime              = 10000            ; how long to reload a Clip, msec
4002    ; Uses a clip of one to get the Reloading modelcondition
4003  
4004    ; note, these only apply to units that aren't the explicit target 
4005    ; (ie, units that just happen to "get in the way"... projectiles
4006    ; always collide with the Designated Target, regardless of these flags
4007    ProjectileCollidesWith = STRUCTURES
4008  
4009    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
4010  End
4011  
4012  ;------------------------------------------------------------------------------
4013  Weapon SCUDLauncherGunToxin
4014    PrimaryDamage = 200.0            
4015    PrimaryDamageRadius = 30.0      
4016    SecondaryDamage = 25.0          
4017    SecondaryDamageRadius = 60.0    
4018    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
4019    AttackRange = 350.0
4020    MinimumAttackRange = 200.0
4021    PreAttackDelay = 500
4022    PreAttackType = PER_SHOT ; Do the delay every single shot
4023    DamageType = EXPLOSION 
4024    DeathType = EXPLODED
4025    FireFX = FX_ScudLauncherIgnition
4026    ProjectileObject = SCUDMissile
4027    ProjectileExhaust = ScudMissileExhaust
4028    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
4029    ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin
4030    ProjectileDetonationOCL = OCL_PoisonFieldMedium
4031    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
4032    FireSound = ScudLauncherWeapon
4033    DelayBetweenShots = 1
4034    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
4035    ClipReloadTime = 10000               ; how long to reload a Clip, msec
4036    ; Uses a clip of one to get the Reloading modelcondition
4037  
4038    ; note, these only apply to units that aren't the explicit target 
4039    ; (ie, units that just happen to "get in the way"... projectiles
4040    ; always collide with the Designated Target, regardless of these flags
4041    ProjectileCollidesWith = STRUCTURES
4042  
4043  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
4044  End
4045  
4046  ;------------------------------------------------------------------------------
4047  Weapon SCUDLauncherGunToxinPlusOne
4048    PrimaryDamage = 200.0            
4049    PrimaryDamageRadius = 30.0      
4050    SecondaryDamage = 25.0          
4051    SecondaryDamageRadius = 60.0    
4052    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
4053    AttackRange = 450.0
4054    MinimumAttackRange = 200.0
4055    PreAttackDelay = 500
4056    PreAttackType = PER_SHOT ; Do the delay every single shot
4057    DamageType = EXPLOSION 
4058    DeathType = EXPLODED
4059    FireFX = FX_ScudLauncherIgnition
4060    ProjectileObject = SCUDMissilePlusOne
4061    ProjectileExhaust = ScudMissileExhaust
4062    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
4063    ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin
4064    ProjectileDetonationOCL = OCL_PoisonFieldMedium
4065    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
4066    FireSound = ScudLauncherWeapon
4067    DelayBetweenShots = 1
4068    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
4069    ClipReloadTime = 10000               ; how long to reload a Clip, msec
4070    ; Uses a clip of one to get the Reloading modelcondition
4071  
4072    ; note, these only apply to units that aren't the explicit target 
4073    ; (ie, units that just happen to "get in the way"... projectiles
4074    ; always collide with the Designated Target, regardless of these flags
4075    ProjectileCollidesWith = STRUCTURES
4076  
4077  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
4078  End
4079  
4080  ;------------------------------------------------------------------------------
4081  Weapon SCUDLauncherGunToxinPlusTwo
4082    PrimaryDamage = 250.0            
4083    PrimaryDamageRadius = 30.0      
4084    SecondaryDamage = 50.0          
4085    SecondaryDamageRadius = 60.0    
4086    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
4087    AttackRange = 450.0
4088    MinimumAttackRange = 200.0
4089    PreAttackDelay = 500
4090    PreAttackType = PER_SHOT ; Do the delay every single shot
4091    DamageType = EXPLOSION 
4092    DeathType = EXPLODED
4093    FireFX = FX_ScudLauncherIgnition
4094    ProjectileObject = SCUDMissilePlusTwo
4095    ProjectileExhaust = ScudMissileExhaust
4096    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
4097    ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin
4098    ProjectileDetonationOCL = OCL_PoisonFieldMedium
4099    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
4100    FireSound = ScudLauncherWeapon
4101    DelayBetweenShots = 1
4102    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
4103    ClipReloadTime = 10000               ; how long to reload a Clip, msec
4104    ; Uses a clip of one to get the Reloading modelcondition
4105  
4106    ; note, these only apply to units that aren't the explicit target 
4107    ; (ie, units that just happen to "get in the way"... projectiles
4108    ; always collide with the Designated Target, regardless of these flags
4109    ProjectileCollidesWith = STRUCTURES
4110  
4111  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
4112  End
4113  
4114  ;------------------------------------------------------------------------------
4115  Weapon SCUDLauncherGunAnthrax
4116    PrimaryDamage = 200.0            
4117    PrimaryDamageRadius = 30.0      
4118    SecondaryDamage = 25.0          
4119    SecondaryDamageRadius = 60.0    
4120    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
4121    AttackRange = 350.0
4122    MinimumAttackRange = 200.0
4123    PreAttackDelay = 500
4124    PreAttackType = PER_SHOT ; Do the delay every single shot
4125    DamageType = EXPLOSION 
4126    DeathType = EXPLODED
4127    FireFX = FX_ScudLauncherIgnition
4128    ProjectileObject = SCUDMissile
4129    ProjectileExhaust = ScudMissileExhaust
4130    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
4131    ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax
4132    ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium
4133    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
4134    FireSound = ScudLauncherWeapon
4135    DelayBetweenShots = 1
4136    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
4137    ClipReloadTime = 10000               ; how long to reload a Clip, msec
4138    ; Uses a clip of one to get the Reloading modelcondition
4139  
4140    ; note, these only apply to units that aren't the explicit target 
4141    ; (ie, units that just happen to "get in the way"... projectiles
4142    ; always collide with the Designated Target, regardless of these flags
4143    ProjectileCollidesWith = STRUCTURES
4144  
4145  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
4146  End
4147  
4148  ;------------------------------------------------------------------------------
4149  Weapon SCUDLauncherGunAnthraxPlusOne
4150    PrimaryDamage = 200.0            
4151    PrimaryDamageRadius = 30.0      
4152    SecondaryDamage = 25.0          
4153    SecondaryDamageRadius = 60.0    
4154    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
4155    AttackRange = 450.0
4156    MinimumAttackRange = 200.0
4157    PreAttackDelay = 500
4158    PreAttackType = PER_SHOT ; Do the delay every single shot
4159    DamageType = EXPLOSION 
4160    DeathType = EXPLODED
4161    FireFX = FX_ScudLauncherIgnition
4162    ProjectileObject = SCUDMissilePlusOne
4163    ProjectileExhaust = ScudMissileExhaust
4164    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
4165    ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax
4166    ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium
4167    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
4168    FireSound = ScudLauncherWeapon
4169    DelayBetweenShots = 1
4170    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
4171    ClipReloadTime = 10000               ; how long to reload a Clip, msec
4172    ; Uses a clip of one to get the Reloading modelcondition
4173  
4174    ; note, these only apply to units that aren't the explicit target 
4175    ; (ie, units that just happen to "get in the way"... projectiles
4176    ; always collide with the Designated Target, regardless of these flags
4177    ProjectileCollidesWith = STRUCTURES
4178  
4179  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
4180  End
4181  
4182  ;------------------------------------------------------------------------------
4183  Weapon SCUDLauncherGunAnthraxPlusTwo
4184    PrimaryDamage = 250.0            
4185    PrimaryDamageRadius = 30.0      
4186    SecondaryDamage = 50.0          
4187    SecondaryDamageRadius = 60.0    
4188    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
4189    AttackRange = 450.0
4190    MinimumAttackRange = 200.0
4191    PreAttackDelay = 500
4192    PreAttackType = PER_SHOT ; Do the delay every single shot
4193    DamageType = EXPLOSION 
4194    DeathType = EXPLODED
4195    FireFX = FX_ScudLauncherIgnition
4196    ProjectileObject = SCUDMissilePlusTwo
4197    ProjectileExhaust = ScudMissileExhaust
4198    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
4199    ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax
4200    ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium
4201    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
4202    FireSound = ScudLauncherWeapon
4203    DelayBetweenShots = 1
4204    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
4205    ClipReloadTime = 10000               ; how long to reload a Clip, msec
4206    ; Uses a clip of one to get the Reloading modelcondition
4207  
4208    ; note, these only apply to units that aren't the explicit target 
4209    ; (ie, units that just happen to "get in the way"... projectiles
4210    ; always collide with the Designated Target, regardless of these flags
4211    ProjectileCollidesWith = STRUCTURES
4212  
4213  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
4214  End
4215  
4216  ;------------------------------------------------------------------------------
4217  Weapon StingerSiteDeathConcussion
4218    PrimaryDamage = 5.0            
4219    PrimaryDamageRadius = 25.0      
4220    AttackRange = 100.0
4221    DamageType = EXPLOSION         
4222    DeathType = EXPLODED
4223    WeaponSpeed = 99999.0             
4224    ProjectileObject = NONE
4225    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
4226    DelayBetweenShots = 0                   ; time between shots, msec
4227    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
4228    ClipReloadTime = 0               ; how long to reload a Clip, msec
4229    AutoReloadsClip = No 
4230  End
4231  
4232  ;------------------------------------------------------------------------------
4233  ; This is the weapon used by crushing buildings.  It's supposed to kill everything it hits.
4234  Weapon ToppledStructureWeapon
4235    PrimaryDamage = 9999.0            
4236    PrimaryDamageRadius = 20.0      
4237    AttackRange = 100.0
4238    DamageType = EXPLOSION         
4239    DeathType = EXPLODED
4240    WeaponSpeed = 99999.0             
4241    ProjectileObject = NONE
4242    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
4243    DelayBetweenShots = 0                   ; time between shots, msec
4244    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
4245    ClipReloadTime = 0               ; how long to reload a Clip, msec
4246    AutoReloadsClip = No 
4247  End
4248  
4249  ;------------------------------------------------------------------------------
4250  ; This is the weapon used by avalanche bits.  It's supposed to crush everything it hits.
4251  Weapon AvalancheWeapon
4252    PrimaryDamage = 9999.0            
4253    PrimaryDamageRadius = 50.0      
4254    AttackRange = 50.0
4255    DamageType = CRUSH         
4256    DeathType = CRUSHED
4257    WeaponSpeed = 99999.0             
4258    ProjectileObject = NONE
4259    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
4260    DelayBetweenShots = 100                   ; time between shots, msec
4261    ClipSize = 0                        ; how many shots in a Clip (0 == infinite)
4262    ClipReloadTime = 0               ; how long to reload a Clip, msec
4263    AutoReloadsClip = Yes 
4264  End
4265  
4266  ;------------------------------------------------------------------------------
4267  Weapon NapalmMissileWeapon
4268    PrimaryDamage               = 75.0            
4269    PrimaryDamageRadius         = 5.0      
4270    SecondaryDamage             = 40.0          
4271    SecondaryDamageRadius       = 30.0  
4272    DamageType                  = JET_MISSILES ; since creates FireField to do the flame damage
4273    DeathType                   = EXPLODED
4274    AttackRange                 = 320.0
4275    MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
4276    ProjectileObject            = NapalmMissile
4277    ProjectileExhaust           = MissileExhaust
4278    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
4279    FireFX                      = WeaponFX_NapalmMissile
4280    FireSound                   = MigJetNapalmWeapon
4281    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
4282    AcceptableAimDelta          = 30
4283    DelayBetweenShots           = 300             ; time between shots, msec
4284    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
4285    ClipReloadTime              = 8000               ; how long to reload a Clip, msec
4286    AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
4287    AntiGround                  = Yes
4288    ProjectileDetonationFX      = WeaponFX_NapalmMissileDetonation
4289    ProjectileDetonationOCL     = OCL_FireFieldSmall
4290    DamageDealtAtSelfPosition   = Yes
4291    HistoricBonusTime           = 3000
4292    HistoricBonusCount          = 8
4293    HistoricBonusRadius         = 100
4294    HistoricBonusWeapon         = FirestormSmallCreationWeapon
4295    ProjectileCollidesWith      = STRUCTURES
4296    AntiAirborneVehicle         = Yes
4297    AntiAirborneInfantry        = No
4298    ShowsAmmoPips               = Yes
4299  End
4300  
4301  ;------------------------------------------------------------------------------
4302  Weapon BlackNapalmMissileWeapon
4303    PrimaryDamage               = 75.0            
4304    PrimaryDamageRadius         = 5.0      
4305    SecondaryDamage             = 50.0          
4306    SecondaryDamageRadius       = 30.0  
4307    DamageType                  = EXPLOSION
4308    DeathType                   = EXPLODED
4309    AttackRange                 = 320.0
4310    MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
4311    ProjectileObject            = NapalmMissile
4312    ProjectileExhaust           = MissileExhaust
4313    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
4314    FireFX                      = WeaponFX_NapalmMissile
4315    FireSound                   = MigJetNapalmWeapon
4316    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
4317    AcceptableAimDelta          = 30 
4318    DelayBetweenShots           = 300             ; time between shots, msec
4319    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
4320    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
4321    AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
4322    AntiGround                  = Yes
4323    ProjectileDetonationFX      = WeaponFX_BlackNapalmExplosion
4324    ProjectileDetonationOCL     = OCL_FireFieldUpgradedSmall
4325    DamageDealtAtSelfPosition   = Yes
4326    HistoricBonusTime           = 3000
4327    HistoricBonusCount          = 8
4328    HistoricBonusRadius         = 100
4329    HistoricBonusWeapon         = BlackNapalmFirestormSmallCreationWeapon
4330    ProjectileCollidesWith      = STRUCTURES
4331    AntiAirborneVehicle         = Yes
4332    AntiAirborneInfantry        = Yes
4333    ShowsAmmoPips               = Yes
4334  End
4335  
4336  ;------------------------------------------------------------------------------
4337  Weapon NukeMissileWeapon
4338    PrimaryDamage               = 300.0            
4339    PrimaryDamageRadius         = 75.0      
4340    DamageType                  = EXPLOSION
4341    DeathType                   = EXPLODED
4342    AttackRange                 = 320.0
4343    MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
4344    ProjectileObject            = NapalmMissile
4345    ProjectileExhaust           = MissileExhaust
4346    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
4347    FireFX                      = WeaponFX_NapalmMissile
4348    FireSound                   = MigJetNapalmWeapon
4349    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR   
4350    AcceptableAimDelta          = 30 
4351    DelayBetweenShots           = 300             ; time between shots, msec
4352    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
4353    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
4354    AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
4355    AntiGround                  = Yes
4356    ProjectileDetonationFX      = Nuke_WeaponFX_NukeCannon
4357    ProjectileDetonationOCL     = OCL_RadiationFieldSmall
4358    DamageDealtAtSelfPosition   = Yes
4359    ProjectileCollidesWith      = STRUCTURES
4360    AntiAirborneVehicle         = Yes
4361    AntiAirborneInfantry        = Yes
4362    ShowsAmmoPips               = Yes
4363    ShockWaveAmount   = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
4364    ShockWaveRadius     = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
4365    ShockWaveTaperOff  = 0.50    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
4366  
4367  End
4368  
4369  ;------------------------------------------------------------------------------
4370  Weapon BattleshipBogusGun
4371    ; We need to have the weapon do some damage, or attacking will not occur because it's
4372    ; rejected as not having any kind of weapon that does damage
4373    PrimaryDamage = 0.00001         ; does no damage, because the gun firing is only for show, anyway...
4374                                    ; please DON'T adjust this value. to adjust the damage really done by battleships,
4375                                    ; adjust the damage values in BattleshipTargetDamagedWeapon!
4376    PrimaryDamageRadius = 0.0       
4377    AttackRange = 99999.0
4378    DamageType = UNRESISTABLE
4379    DeathType = NORMAL
4380    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
4381    ProjectileObject = NONE
4382    FireFX = WeaponFX_BattleshipBogusGun
4383    FireSound = BattleshipWeapon
4384    RadiusDamageAffects = ENEMIES NEUTRALS
4385    DelayBetweenShots = 750         ; time between shots, msec
4386    ClipSize = 3                    ; how many shots in a Clip (0 == infinite)
4387    ClipReloadTime = 1500           ; how long to reload a Clip, msec
4388  End
4389  
4390  ;------------------------------------------------------------------------------
4391  Weapon BattleshipUSSBenderGun
4392    PrimaryDamage = 300.0         
4393    PrimaryDamageRadius = 15.0  
4394    AttackRange = 99999.0
4395    ScatterRadius         = 40.0
4396    ScatterRadiusVsInfantry = 40.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
4397    DamageType = EXPLOSION
4398    DeathType = EXPLODED
4399    WeaponSpeed = 400.0          ; dist/sec (huge value == effectively instant)
4400    ProjectileObject = USSBenderGunShell
4401    FireFX = WeaponFX_BattleshipBogusGun
4402    ProjectileDetonationFX = FX_StrategyCenterBarrage
4403    FireSound = BattleshipWeapon
4404    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
4405    DelayBetweenShots = 750         ; time between shots, msec
4406    ClipSize = 3                    ; how many shots in a Clip (0 == infinite)
4407    AutoReloadsClip = No            ;No longer reloads (fired from special power only)
4408  End
4409  
4410  ;------------------------------------------------------------------------------
4411  Weapon BattleshipDemoGun
4412    ; We need to have the weapon do some damage, or attacking will not occur because it's
4413    ; rejected as not having any kind of weapon that does damage
4414    PrimaryDamage = 200.0         
4415                                 
4416    PrimaryDamageRadius = 15.0  
4417    AttackRange = 99999.0
4418    DamageType = EXPLOSION
4419    DeathType = EXPLODED
4420    WeaponSpeed = 500.0          ; dist/sec (huge value == effectively instant)
4421    ProjectileObject = GenericTankShell
4422    FireFX = WeaponFX_BattleshipBogusGun
4423    ProjectileDetonationFX = FX_StrategyCenterBarrage
4424    FireSound = BattleshipWeapon
4425    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
4426    DelayBetweenShots = 750         ; time between shots, msec
4427    ClipSize = 3                    ; how many shots in a Clip (0 == infinite)
4428    AutoReloadsClip = No            ;No longer reloads (fired from special power only)
4429  End
4430  
4431  ;------------------------------------------------------------------------------
4432  Weapon BattleshipTargetDamagedWeapon
4433    PrimaryDamage = 100.0
4434    PrimaryDamageRadius = 30.0
4435    SecondaryDamage = 30.0
4436    SecondaryDamageRadius = 65.0
4437    AttackRange = 0.0
4438    DamageType = EXPLOSION
4439    DeathType = EXPLODED
4440    WeaponSpeed = 999999
4441    ProjectileObject = NONE
4442    FireFX = WeaponFX_BattleshipTargetExplode
4443    FireSound = ExplosionBattleshipTarget
4444    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
4445    DelayBetweenShots = 0               ; time between shots, msec
4446    ClipSize = 0                      ; how many shots in a Clip (0 == infinite)
4447    ClipReloadTime = 0                ; how long to reload a Clip, msec
4448  End
4449  
4450  ;------------------------------------------------------------------------------
4451  Weapon CINE_u02_BattleshipTargetDamagedWeapon
4452    PrimaryDamage = 1000.0
4453    PrimaryDamageRadius = 50.0
4454    SecondaryDamage = 300.0
4455    SecondaryDamageRadius = 65.0
4456    AttackRange = 0.0
4457    DamageType = EXPLOSION
4458    DeathType = EXPLODED
4459    WeaponSpeed = 999999
4460    ProjectileObject = NONE
4461    FireFX = WeaponFX_BattleshipTargetExplode
4462    FireSound = ExplosionBattleshipTarget
4463    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
4464    DelayBetweenShots = 0               ; time between shots, msec
4465    ClipSize = 0                      ; how many shots in a Clip (0 == infinite)
4466    ClipReloadTime = 0                ; how long to reload a Clip, msec
4467  End
4468  
4469  ;------------------------------------------------------------------------------
4470  Weapon StructureMineWeapon
4471    PrimaryDamage = 100.0            
4472    PrimaryDamageRadius = 3.0      
4473    SecondaryDamage = 100.0          
4474    SecondaryDamageRadius = 5.0    
4475    AttackRange = 0.0
4476    DamageType = LAND_MINE
4477    DeathType = EXPLODED
4478    WeaponSpeed = 99999.0             
4479    ProjectileObject = NONE
4480    FireFX = WeaponFX_MineDetonation
4481    RadiusDamageAffects = ENEMIES NEUTRALS
4482    DelayBetweenShots = 0              
4483    ClipSize = 1                        
4484    ClipReloadTime = 0                  
4485    AutoReloadsClip = No 
4486  End
4487  
4488  ;------------------------------------------------------------------------------
4489  Weapon StructureUpgradeEMPMineWeapon
4490    PrimaryDamage = 100.0            
4491    PrimaryDamageRadius = 3.0      
4492    SecondaryDamage = 100.0          
4493    SecondaryDamageRadius = 5.0    
4494    AttackRange = 0.0
4495    DamageType = SNIPER
4496    DeathType = NORMAL
4497    WeaponSpeed = 99999.0             
4498    ProjectileObject = NONE
4499    FireFX = WeaponFX_UpgradeMineDetonation
4500    RadiusDamageAffects = ENEMIES NEUTRALS
4501    DelayBetweenShots = 0              
4502    ClipSize = 1                        
4503    ClipReloadTime = 0                  
4504    AutoReloadsClip = No 
4505  End
4506  
4507  ;------------------------------------------------------------------------------
4508  Weapon ClusterMineWeapon
4509    PrimaryDamage = 50.0            
4510    PrimaryDamageRadius = 3.0      
4511    SecondaryDamage = 100.0          
4512    SecondaryDamageRadius = 5.0    
4513    AttackRange = 0.0
4514    DamageType = LAND_MINE
4515    DeathType = EXPLODED
4516    WeaponSpeed = 99999.0             
4517    ProjectileObject = NONE
4518    FireFX = WeaponFX_MineDetonation
4519    RadiusDamageAffects = ENEMIES NEUTRALS
4520    DelayBetweenShots = 0              
4521    ClipSize = 1                        
4522    ClipReloadTime = 0                  
4523    AutoReloadsClip = No 
4524  End
4525  
4526  ;------------------------------------------------------------------------------
4527  Weapon BattleDroneMachineGun
4528    PrimaryDamage = 1
4529    PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
4530    AttackRange = 110.0
4531    DamageType = SMALL_ARMS
4532    DeathType = NORMAL
4533    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
4534    ProjectileObject = NONE
4535    FireFX = WeaponFX_TechnicalGunFire
4536    FireSound = BattleDroneWeapon
4537    RadiusDamageAffects = ENEMIES NEUTRALS
4538    DelayBetweenShots = 100         ; time between shots, msec
4539    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
4540    ClipReloadTime = 0              ; how long to reload a Clip, msec
4541    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
4542  End
4543  
4544  
4545  
4546  ;------------------------------------------------------------------------------
4547  ;----  ANGRY MOB  WEAPONS  ----------------------------------------------------
4548  ;------------------------------------------------------------------------------
4549  Weapon GLAAngryMobNexusHarmlessWeapon 
4550    
4551    ;;; allows AI to set targets and victims and condition states
4552    ;;; without really doing any harm 
4553    
4554    PrimaryDamage = 0.001
4555    PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
4556    AttackRange = 90.0 ;70.0 ;; small so the whole mob can get in close
4557    DamageType = UNRESISTABLE
4558    DeathType = NORMAL
4559    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
4560    ProjectileObject = NONE
4561    FireFX = NONE
4562    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
4563    DelayBetweenShots = 99999        ; time between shots, msec
4564    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
4565    ClipReloadTime = 0              ; how long to reload a Clip, msec
4566    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets
4567  End
4568  
4569  ;------------------------------------------------------------------------------
4570  Weapon GLAAngryMobRockProjectileWeapon 
4571    PrimaryDamage = 40.0 ;10.0
4572    PrimaryDamageRadius = 1.0       
4573    AttackRange = 100.0 
4574    DamageType = MOLOTOV_COCKTAIL  ;SMALL_ARMS
4575    DeathType = NORMAL
4576    WeaponSpeed = 130          ; dist/sec (huge value == effectively instant)
4577    ProjectileObject = GLAAngryMobRockProjectileObject
4578    FireFX = NONE
4579    FireSound = AngryMobWeaponMolotov
4580    RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
4581    DelayBetweenShots = 500 ;3000        ; time between shots, msec
4582    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
4583    ClipReloadTime = 0              ; how long to reload a Clip, msec
4584    PreAttackDelay = 500 ;2000       ; linked to the length of throw animation
4585    PreAttackType = PER_SHOT ; Do the delay every single shot
4586    ProjectileCollidesWith = STRUCTURES WALLS 
4587  
4588  End
4589  ;------------------------------------------------------------------------------
4590  Weapon GLAAngryMobMolotovCocktailProjectileWeapon 
4591    PrimaryDamage = 40.0 ;40.0          
4592    PrimaryDamageRadius = 11.0       
4593    AttackRange = 100.0 
4594    MinimumAttackRange = 12; 40.0
4595    DamageType = MOLOTOV_COCKTAIL  ;used only by this weapon.  Splits off so Dragon Tanks and Toxin Trucks are resistant.  
4596    DeathType = NORMAL
4597    WeaponSpeed = 60 ;          
4598    ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject
4599    FireFX = NONE
4600    RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
4601    DelayBetweenShots = 500 ;3000        ; time between shots, msec
4602    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
4603    ClipReloadTime = 0              ; how long to reload a Clip, msec
4604    PreAttackDelay = 500 ;2000    ; linked to the length of throw animation
4605    PreAttackType = PER_SHOT ; Do the delay every single shot
4606    ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation
4607    MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates
4608  
4609    ProjectileCollidesWith = STRUCTURES WALLS 
4610  End
4611  
4612  
4613  ;------------------------------------------------------------------------------
4614  Weapon GLAAngryMobPistolWeapon
4615    PrimaryDamage         = 10.0
4616    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
4617    AttackRange           = 100.0
4618    DamageType            = MOLOTOV_COCKTAIL  ;SMALL_ARMS
4619    DeathType             = NORMAL
4620    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
4621    ProjectileObject      = NONE
4622    FireFX                = WeaponFX_GenericMachineGunFire
4623    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
4624    FireSound             = AngryMobWeaponPistol 
4625    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
4626    DelayBetweenShots     = 250               ; time between shots, msec
4627    ClipSize              = 8                    ; how many shots in a Clip (0 == infinite)
4628    ClipReloadTime        = 3000              ; how long to reload a Clip, msec
4629    AutoReloadsClip       = Yes 
4630  End
4631  
4632  ;------------------------------------------------------------------------------
4633  Weapon GLAAngryMobAK47Weapon 
4634    PrimaryDamage         = 20.0 ;8.0
4635    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
4636    AttackRange           = 120.0
4637    DamageType            = MOLOTOV_COCKTAIL  ;SMALL_ARMS
4638    DeathType             = NORMAL
4639    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
4640    ProjectileObject      = NONE
4641    FireFX                = WeaponFX_RangerAdvancedCombatRifleFire
4642    VeterancyFireFX       = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire
4643    FireSound             = AngryMobWeaponAK47
4644    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
4645    DelayBetweenShots     = 250         ; time between shots, msec
4646    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
4647    ClipReloadTime        = 0              ; how long to reload a Clip, msec
4648    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets
4649  End
4650  
4651  ;------------------------------------------------------------------------------
4652  Weapon GLAAngryMobAK47NoDamageWeapon 
4653    PrimaryDamage         = 0.001 ; THIS IS A SPECIAL NO-DAMAGE AK47
4654    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
4655    AttackRange           = 120.0
4656    DamageType            = MOLOTOV_COCKTAIL  ;SMALL_ARMS
4657    DeathType             = NORMAL
4658    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
4659    ProjectileObject      = NONE
4660    FireFX                = WeaponFX_RangerAdvancedCombatRifleFire
4661    VeterancyFireFX       = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire
4662    FireSound             = AngryMobWeaponAK47
4663    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
4664    DelayBetweenShots     = 99999         ; time between shots, msec
4665    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
4666    ClipReloadTime        = 0              ; how long to reload a Clip, msec
4667    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets
4668  End
4669  
4670  ;------------------------------------------------------------------------------
4671  Weapon WorkerMineDisarmingWeapon 
4672    PrimaryDamage = 1.0             ; this isn't really used, but must be nonzero for targeting to work well
4673    AttackRange = 5.0
4674    DamageType = DISARM
4675    DeathType = NORMAL
4676    ProjectileObject = NONE
4677    FireFX = WeaponFX_WorkerMineDisarming
4678    DelayBetweenShots = 1000        ; time between shots, msec
4679    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
4680    ClipReloadTime = 0              ; how long to reload a Clip, msec
4681    AntiGround = No
4682    AntiProjectile = No
4683    AntiSmallMissile = No
4684    AntiMine = Yes
4685    PreAttackDelay = 1000           ; we have to wave our magic wand over it a bit
4686    PreAttackType = PER_SHOT ; Do the delay every single shot
4687    ContinueAttackRange = 100        ; after disarming a mine, look for additional mines within this dist to disarm
4688  End
4689  
4690  ;------------------------------------------------------------------------------
4691  Weapon DozerMineDisarmingWeapon 
4692    PrimaryDamage = 1.0             ; this isn't really used, but must be nonzero for targeting to work well
4693    AttackRange = 5.0
4694    DamageType = DISARM
4695    DeathType = NORMAL
4696    ProjectileObject = NONE
4697    FireFX = WeaponFX_DozerMineDisarming
4698    DelayBetweenShots = 0        ; time between shots, msec
4699    ClipSize = 1                    ; how many shots in a Clip (0 == infinite)
4700    ClipReloadTime = 4000             ; how long to reload a Clip, msec
4701    AntiGround = No
4702    AntiProjectile = No
4703    AntiSmallMissile = No
4704    AntiMine = Yes
4705    PreAttackDelay = 1200           ; this is the natural duration of PRE scooping animation
4706    PreAttackType = PER_ATTACK ; Do the delay every attack
4707    ContinueAttackRange = 100        ; after disarming a mine, look for additional mines within this dist to disarm
4708  End
4709  
4710  ;------------------------------------------------------------------------------
4711  Weapon FakeStructureDetonationWeapon
4712    PrimaryDamage = 200.0            
4713    PrimaryDamageRadius = 50.0      
4714    SecondaryDamage = 50.0          
4715    SecondaryDamageRadius = 200.0    
4716    DamageType = EXPLOSION
4717    DeathType = EXPLODED
4718    WeaponSpeed = 99999.0             
4719    FireFX = WeaponFX_DemoTrapDetonation
4720    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
4721    DelayBetweenShots = 0              
4722    ClipSize = 1                        
4723    ClipReloadTime = 0                  
4724    AutoReloadsClip = No 
4725  End
4726  
4727  ;------------------------------------------------------------------------------
4728  Weapon DemoTrapDetonationWeapon
4729    PrimaryDamage = 600.0            
4730    PrimaryDamageRadius = 25.0      
4731    SecondaryDamage = 400.0          
4732    SecondaryDamageRadius = 50.0    
4733    DamageType = EXPLOSION
4734    DeathType = EXPLODED
4735    WeaponSpeed = 99999.0             
4736    FireFX = WeaponFX_DemoTrapDetonation
4737    PlayFXWhenStealthed = Yes
4738    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
4739    DelayBetweenShots = 0              
4740    ClipSize = 1                        
4741    ClipReloadTime = 0                  
4742    AutoReloadsClip = No 
4743  End
4744  
4745  ;------------------------------------------------------------------------------
4746  Weapon DummyWeapon
4747    ;Nothing -- dummy weapon
4748  End
4749  
4750  ;------------------------------------------------------------------------------
4751  ; This weapon kills itself (to presumably trigger detonations on death)
4752  Weapon SuicideWeapon
4753    LeechRangeWeapon = Yes
4754    AttackRange = 1.0
4755    PrimaryDamage = 999999.0            
4756    PrimaryDamageRadius = 1.0      
4757    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
4758    RadiusDamageAffects = SELF SUICIDE
4759    DamageType = EXPLOSION
4760    DeathType = SUICIDED
4761    WeaponSpeed = 99999.0             
4762    DelayBetweenShots = 0              
4763    ClipSize = 1                        
4764    ClipReloadTime = 0                  
4765    AutoReloadsClip = No 
4766  End
4767  
4768  ;------------------------------------------------------------------------------
4769  ;This does no damage at all -- just effects and setting up toxic fields
4770  ;------------------------------------------------------------------------------
4771  Weapon TerroristSuicideWeaponBioBombEffect
4772    FireFX = WeaponFX_BombTruckBioBombDetonation
4773    FireOCL = OCL_PoisonFieldSmall
4774    FireSound = NoSound ; BombTruckBioBombDetonation
4775  End
4776  
4777  ;------------------------------------------------------------------------------
4778  ; This weapon kills itself (to presumably trigger detonations on death)
4779  Weapon TerroristSuicideWeapon
4780    LeechRangeWeapon = Yes
4781    AttackRange = 1.0
4782    PrimaryDamage = 999999.0            
4783    PrimaryDamageRadius = 1.0      
4784    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
4785    RadiusDamageAffects = SELF SUICIDE
4786    DamageType = EXPLOSION
4787    DeathType = SUICIDED
4788    WeaponSpeed = 99999.0             
4789    DelayBetweenShots = 0              
4790    ClipSize = 1                        
4791    ClipReloadTime = 0                  
4792    AutoReloadsClip = No 
4793    ;PreAttackDelay = 600             ;766 matches the animation timing his detonating
4794  End
4795  
4796  ;------------------------------------------------------------------------------
4797  ; This weapon kills itself (to presumably trigger detonations on death)
4798  ; WITHOUT BEING PERMITTED TO TARGET ENEMIES WITH IT!!!!
4799  Weapon TerroristSuicideNotARealWeapon
4800    LeechRangeWeapon = Yes
4801    AttackRange = 0.0
4802    PrimaryDamage = 0.0            
4803    PrimaryDamageRadius = 0.0      
4804    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
4805    RadiusDamageAffects = SUICIDE
4806    DamageType = EXPLOSION
4807    DeathType = SUICIDED
4808    WeaponSpeed = 99999.0             
4809    DelayBetweenShots = 0              
4810    ClipSize = 1                        
4811    ClipReloadTime = 0                  
4812    AutoReloadsClip = No 
4813    ;PreAttackDelay = 600             ;766 matches the animation timing his detonating
4814  End
4815  
4816  
4817  ;------------------------------------------------------------------------------
4818  Weapon ConvoyTruckSuicideWeapon
4819    LeechRangeWeapon = Yes
4820    AttackRange = 1.0
4821    PrimaryDamage = 999999.0            
4822    PrimaryDamageRadius = 1.0      
4823    DamageDealtAtSelfPosition = Yes 
4824    RadiusDamageAffects = SELF SUICIDE
4825    DamageType = EXPLOSION
4826    DeathType = SUICIDED
4827    WeaponSpeed = 99999.0             
4828    DelayBetweenShots = 0              
4829    ClipSize = 1                        
4830    ClipReloadTime = 0                  
4831    AutoReloadsClip = No 
4832  
4833    FireSound = MisGLA07Convoy16
4834  End
4835  
4836  ;------------------------------------------------------------------------------
4837  ;The basic explosive damage inflicted to nearby units when detonated.
4838  ;------------------------------------------------------------------------------
4839  Weapon BombTruckDefaultBombDamage
4840    PrimaryDamage = 1000.0            
4841    PrimaryDamageRadius = 40.0      
4842    SecondaryDamage = 100.0          
4843    SecondaryDamageRadius = 65.0   
4844    DamageType = EXPLOSION
4845    DeathType = EXPLODED
4846    WeaponSpeed = 99999.0             
4847    ProjectileObject = NONE
4848    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
4849    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
4850    DelayBetweenShots = 0              
4851    ClipSize = 1                        
4852    ClipReloadTime = 0                  
4853    AutoReloadsClip = No 
4854    ;**** DON'T USE ANY EFFECTS!!! ****
4855  End
4856  
4857  ;------------------------------------------------------------------------------
4858  ;A larger explosive damage inflicted immediately to nearby units if the 
4859  ;bomb-truck has the high-explosive upgrade.
4860  ;------------------------------------------------------------------------------
4861  Weapon BombTruckHighExplosionBombDamage
4862    PrimaryDamage = 2000.0            
4863    PrimaryDamageRadius = 50.0      
4864    SecondaryDamage = 200.0          
4865    SecondaryDamageRadius = 85.0 
4866    DamageType = EXPLOSION
4867    DeathType = EXPLODED
4868    ProjectileObject = NONE
4869    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
4870    DelayBetweenShots = 0                   ; time between shots, msec
4871    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
4872    ClipReloadTime = 0                      ; how long to reload a Clip, msec
4873    AutoReloadsClip = No 
4874  
4875    AntiGround = Yes
4876    DamageDealtAtSelfPosition = Yes
4877    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
4878    ;**** DON'T USE ANY EFFECTS!!! ****
4879  End
4880  
4881  ;------------------------------------------------------------------------------
4882  ;DEMO GENERAL VARIATION
4883  ;The basic explosive damage inflicted to nearby units when detonated.
4884  ;------------------------------------------------------------------------------
4885  Weapon Demo_BombTruckDefaultBombDamage
4886    PrimaryDamage = 1000.0            
4887    PrimaryDamageRadius = 40.0      
4888    SecondaryDamage = 100.0          
4889    SecondaryDamageRadius = 65.0   
4890    DamageType = EXPLOSION
4891    DeathType = EXPLODED
4892    WeaponSpeed = 99999.0             
4893    ProjectileObject = NONE
4894    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
4895    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
4896    DelayBetweenShots = 0              
4897    ClipSize = 1                        
4898    ClipReloadTime = 0                  
4899    AutoReloadsClip = No 
4900    ;**** DON'T USE ANY EFFECTS!!! ****
4901  End
4902  
4903  ;------------------------------------------------------------------------------
4904  ;DEMO GENERAL VARIATION
4905  ;A larger explosive damage inflicted immediately to nearby units if the 
4906  ;bomb-truck has the high-explosive upgrade.
4907  ;------------------------------------------------------------------------------
4908  Weapon Demo_BombTruckHighExplosionBombDamage
4909    PrimaryDamage = 2000.0            
4910    PrimaryDamageRadius = 50.0      
4911    SecondaryDamage = 200.0          
4912    SecondaryDamageRadius = 85.0 
4913    DamageType = EXPLOSION
4914    DeathType = EXPLODED
4915    ProjectileObject = NONE
4916    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
4917    DelayBetweenShots = 0                   ; time between shots, msec
4918    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
4919    ClipReloadTime = 0                      ; how long to reload a Clip, msec
4920    AutoReloadsClip = No 
4921  
4922    AntiGround = Yes
4923    DamageDealtAtSelfPosition = Yes
4924    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
4925    ;**** DON'T USE ANY EFFECTS!!! ****
4926  End
4927  
4928  ;------------------------------------------------------------------------------
4929  ;These do no damage at all -- just effects and setting up toxic fields
4930  ;------------------------------------------------------------------------------
4931  Weapon BombTruckDefaultBombEffect
4932    FireFX = WeaponFX_BombTruckDefaultBombDetonation
4933    FireSound = NoSound ; BombTruckBioBombDetonation
4934  End
4935  
4936  ;------------------------------------------------------------------------------
4937  ;These do no damage at all -- just effects and setting up toxic fields
4938  ;------------------------------------------------------------------------------
4939  Weapon BombTruckBioBombEffect
4940    FireFX = WeaponFX_BombTruckBioBombDetonation
4941    FireOCL = OCL_PoisonFieldMedium
4942    FireSound = NoSound ; BombTruckBioBombDetonation
4943  End
4944  
4945  ;------------------------------------------------------------------------------
4946  ;These do no damage at all -- just effects and setting up toxic fields
4947  ;------------------------------------------------------------------------------
4948  Weapon BombTruckAnthraxBombEffect
4949    FireFX = WeaponFX_BombTruckAnthraxBombDetonation
4950    FireOCL = OCL_PoisonFieldUpgradedMedium
4951    FireSound = NoSound ; BombTruckBioBombDetonation
4952  End
4953  
4954  ;------------------------------------------------------------------------------
4955  ;These do no damage at all -- just effects and setting up toxic fields
4956  ;------------------------------------------------------------------------------
4957  Weapon BombTruckHighExplosiveBombEffect
4958    FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation
4959    FireSound = NoSound ; BombTruckBioBombDetonation
4960  End
4961  
4962  ;------------------------------------------------------------------------------
4963  ;These do no damage at all -- just effects and setting up toxic fields
4964  ;------------------------------------------------------------------------------
4965  Weapon BombTruckHighExplosiveBioBombEffect
4966    FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation
4967    FireOCL = OCL_PoisonFieldMedium
4968    FireSound = NoSound ; BombTruckBioBombDetonation
4969  End
4970  
4971  ;------------------------------------------------------------------------------
4972  ;These do no damage at all -- just effects and setting up toxic fields
4973  ;------------------------------------------------------------------------------
4974  Weapon BombTruckHighExplosiveAnthraxBombEffect
4975    FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation
4976    FireOCL = OCL_PoisonFieldUpgradedMedium
4977    FireSound = NoSound ; BombTruckBioBombDetonation
4978  End
4979  
4980  ;------------------------------------------------------------------------------
4981  ;These do no damage at all -- just effects and setting up toxic fields
4982  ;------------------------------------------------------------------------------
4983  Weapon BombTruckAnthraxGammaBombEffect
4984    FireFX = WeaponFX_BombTruckAnthraxGammaBombDetonation
4985    FireOCL = OCL_PoisonFieldGammaMedium
4986    FireSound = NoSound ; BombTruckBioBombDetonation
4987  End
4988  
4989  ;------------------------------------------------------------------------------
4990  ;These do no damage at all -- just effects and setting up toxic fields
4991  ;------------------------------------------------------------------------------
4992  Weapon Demo_BombTruckDefaultBombEffect
4993    FireFX = Demo_WeaponFX_BombTruckDefaultBombDetonation ;red variation
4994    FireSound = NoSound ; BombTruckBioBombDetonation
4995  End
4996  
4997  ;------------------------------------------------------------------------------
4998  ;These do no damage at all -- just effects and setting up toxic fields
4999  ;------------------------------------------------------------------------------
5000  Weapon Demo_BombTruckHighExplosiveBombEffect
5001    FireFX = Demo_WeaponFX_BombTruckHighExplosiveBombDetonation ;red variation
5002    FireSound = NoSound ; BombTruckBioBombDetonation
5003  End
5004  
5005  
5006  
5007  ;------------------------------------------------------------------------------
5008  Weapon EruptionOfToxicGooWeaponLarge
5009    PrimaryDamage = 60.0
5010    PrimaryDamageRadius = 30.0
5011    SecondaryDamage = 20.0
5012    SecondaryDamageRadius = 55.0
5013    AttackRange = 0.0
5014    DamageType = POISON
5015    DeathType = POISONED
5016    WeaponSpeed = 999999
5017    ProjectileObject = NONE
5018    FireFX = WeaponFX_EruptionOfToxicGooLarge
5019    FireSound = ExplosionBattleshipTarget
5020    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5021    DelayBetweenShots = 0               ; time between shots, msec
5022    ClipSize = 0                      ; how many shots in a Clip (0 == infinite)
5023    ClipReloadTime = 0                ; how long to reload a Clip, msec
5024  End
5025  
5026  ;------------------------------------------------------------------------------
5027  Weapon EruptionOfToxicGooWeaponSmall
5028    PrimaryDamage = 30.0
5029    PrimaryDamageRadius = 30.0
5030    SecondaryDamage = 20.0
5031    SecondaryDamageRadius = 55.0
5032    AttackRange = 0.0
5033    DamageType = POISON
5034    DeathType = POISONED
5035    WeaponSpeed = 999999
5036    ProjectileObject = NONE
5037    FireFX = WeaponFX_EruptionOfToxicGooSmall
5038    FireSound = ExplosionBattleshipTarget
5039    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5040    DelayBetweenShots = 0               ; time between shots, msec
5041    ClipSize = 0                      ; how many shots in a Clip (0 == infinite)
5042    ClipReloadTime = 0                ; how long to reload a Clip, msec
5043  End
5044  
5045  
5046  ;------------------------------------------------------------------------------
5047  Weapon MilitiaTankGun
5048    PrimaryDamage = 35.0
5049    PrimaryDamageRadius = 5.0
5050    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5051    AttackRange = 120.0
5052    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
5053    MaxTargetPitch = 15                          ; ditto
5054    DamageType = ARMOR_PIERCING
5055    DeathType = NORMAL
5056    WeaponSpeed = 400                           ; dist/sec 
5057    WeaponRecoil = 5                            ; angle to deflect the model when firing
5058    ProjectileObject = GenericTankShell
5059    FireFX = WeaponFX_GenericTankGunNoTracer
5060    ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
5061    FireSound = MilitiaTankWeapon
5062    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5063    DelayBetweenShots = 2000               ; time between shots, msec
5064    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
5065    ClipReloadTime = 0              ; how long to reload a Clip, msec
5066     
5067    ; note, these only apply to units that aren't the explicit target 
5068    ; (ie, units that just happen to "get in the way"... projectiles
5069    ; always collide with the Designated Target, regardless of these flags
5070    ProjectileCollidesWith = STRUCTURES WALLS 
5071  End
5072  
5073  ;------------------------------------------------------------------------------
5074  Weapon ArtilleryBarrageDamageWeapon
5075    PrimaryDamage         = 105.0     ;GS changed to what it was secretly doing pending review
5076    PrimaryDamageRadius   = 50.0      
5077    AttackRange           = 100.0
5078    DamageType            = EXPLOSION         
5079    DeathType             = EXPLODED
5080    WeaponSpeed           = 99999.0             
5081    ProjectileDetonationFX = FX_ArtilleryBarrage
5082    RadiusDamageAffects   = ENEMIES NEUTRALS ALLIES
5083    DelayBetweenShots     = 0    ; time between shots, msec
5084    ClipSize              = 1    ; how many shots in a Clip (0 == infinite)
5085    ClipReloadTime        = 0    ; how long to reload a Clip, msec
5086    AutoReloadsClip       = No 
5087  End
5088  
5089  ;------------------------------------------------------------------------------
5090  Weapon VehicleCrashesIntoBuildingWeapon
5091    PrimaryDamage         = 30.0        ; token amount of damage    
5092    PrimaryDamageRadius   = 30.0      
5093    AttackRange           = 0
5094    DamageType            = EXPLOSION
5095    DeathType             = EXPLODED
5096    ProjectileObject      = NONE
5097    FireFX                = FX_VehicleCrashesIntoBuilding
5098    FireOCL               = OCL_VehicleCrashesIntoBuilding
5099    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
5100  End
5101  
5102  ;------------------------------------------------------------------------------
5103  Weapon VehicleCrashesIntoNonBuildingWeapon
5104    PrimaryDamage         = 30.0        ; token amount of damage    
5105    PrimaryDamageRadius   = 30.0      
5106    AttackRange           = 0
5107    DamageType            = CRUSH
5108    DeathType             = CRUSHED
5109    ProjectileObject      = NONE
5110    ; no FX or OCL.
5111    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
5112  End
5113  
5114  
5115  
5116  
5117  ;------------------------------------------------------------------------------
5118  Weapon ArtilleryPlatformGun
5119    PrimaryDamage         = 100.0            
5120    PrimaryDamageRadius   = 10.0      
5121    ScatterRadius         = 15.0
5122    ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5123    AttackRange = 350.0 ;500.0
5124    MinimumAttackRange = 50.0
5125    MinTargetPitch = -10                         ; we may not target anything outside of this pitch range
5126    MaxTargetPitch = 80                          ; ditto
5127    DamageType = EXPLOSION
5128    DeathType = EXPLODED
5129    WeaponSpeed = 150                           ; dist/sec 
5130    WeaponRecoil = 5                            ; angle to deflect the model when firing
5131    ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range                           ; dist/sec 
5132    ProjectileObject = StrategyCenterArtilleryShell
5133    FireFX = WeaponFX_GenericTankGunNoTracer
5134    ProjectileDetonationFX = FX_StrategyCenterBarrage
5135    FireSound = StrategyCenter_ArtilleryRound
5136    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5137    DelayBetweenShots = 7000              ; time between shots, msec
5138    ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
5139    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
5140    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
5141  
5142    ; note, these only apply to units that aren't the explicit target 
5143    ; (ie, units that just happen to "get in the way"... projectiles
5144    ; always collide with the Designated Target, regardless of these flags
5145    ProjectileCollidesWith = STRUCTURES WALLS 
5146  End
5147  
5148  
5149  
5150  ; -----------------------------------------------------------------------------
5151  
5152  ;------------------------------------------------------------------------------
5153  ;------------------------------------------------------------------------------
5154  ;------------------------------------------------------------------------------
5155  ; GENERALS CHALLENGE WEAPONS
5156  ; -----------------------------------------------------------------------------
5157  ;------------------------------------------------------------------------------
5158  
5159  
5160  
5161  
5162  ;------------------------------------------------------------------------------
5163  ; CHEMICAL GENERAL
5164  ;------------------------------------------------------------------------------
5165  Weapon GC_Chem_StingerMissileWeaponBeta
5166    PrimaryDamage = 20.0            
5167    PrimaryDamageRadius = 5.0      
5168    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5169    AttackRange = 225.0
5170    DamageType = EXPLOSION          ; ignored for projectile weapons
5171    DeathType = EXPLODED
5172    WeaponSpeed = 750               ; ignored for projectile weapons
5173    ProjectileObject = GC_Chem_StingerMissile
5174    ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
5175    VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
5176    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5177    DelayBetweenShots = 0  ; time between shots, msec
5178    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
5179    ClipReloadTime = 2000    ; how long to reload a Clip, msec
5180    AutoReloadsClip = Yes 
5181    FireFX = FX_StingerMissileIgnition
5182    FireSound = StingerMissileWeapon
5183    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
5184  ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall
5185    AntiAirborneVehicle = No
5186    AntiAirborneInfantry = No
5187    AntiGround = Yes
5188    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
5189    ProjectileCollidesWith = STRUCTURES
5190  End
5191  
5192  Weapon GC_Chem_StingerMissileWeaponAirBeta
5193    PrimaryDamage = 30.0            
5194    PrimaryDamageRadius = 10.0      
5195    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5196    AttackRange = 400.0
5197    DamageType = EXPLOSION          ; ignored for projectile weapons
5198    DeathType = EXPLODED
5199    WeaponSpeed = 600               ; ignored for projectile weapons
5200    ProjectileObject = GC_Chem_StingerMissile
5201    ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
5202    VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
5203    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5204    DelayBetweenShots = 0  ; time between shots, msec
5205    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
5206    ClipReloadTime = 2000    ; how long to reload a Clip, msec
5207    AutoReloadsClip = Yes 
5208    FireFX = FX_StingerMissileIgnition
5209    FireSound = StingerMissileWeapon
5210    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
5211    AntiAirborneVehicle = Yes
5212    AntiAirborneInfantry = No
5213    AntiGround = No
5214    AntiBallisticMissile = Yes
5215  End
5216  
5217  Weapon GC_Chem_StingerMissileWeaponGamma
5218    PrimaryDamage = 40.0            
5219    PrimaryDamageRadius = 5.0      
5220    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5221    AttackRange = 225.0
5222    DamageType = EXPLOSION          ; ignored for projectile weapons
5223    DeathType = EXPLODED
5224    WeaponSpeed = 750               ; ignored for projectile weapons
5225    ProjectileObject = GC_Chem_StingerMissile
5226    ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
5227    VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
5228    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5229    DelayBetweenShots = 0  ; time between shots, msec
5230    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
5231    ClipReloadTime = 2000    ; how long to reload a Clip, msec
5232    AutoReloadsClip = Yes 
5233    FireFX = FX_StingerMissileIgnition
5234    FireSound = StingerMissileWeapon
5235    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
5236  ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall
5237    AntiAirborneVehicle = No
5238    AntiAirborneInfantry = No
5239    AntiGround = Yes
5240    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
5241    ProjectileCollidesWith = STRUCTURES
5242  End
5243  
5244  Weapon GC_Chem_StingerMissileWeaponAirGamma
5245    PrimaryDamage = 50.0            
5246    PrimaryDamageRadius = 10.0      
5247    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5248    AttackRange = 400.0
5249    DamageType = EXPLOSION          ; ignored for projectile weapons
5250    DeathType = EXPLODED
5251    WeaponSpeed = 600               ; ignored for projectile weapons
5252    ProjectileObject = GC_Chem_StingerMissile
5253    ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
5254    VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
5255    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5256    DelayBetweenShots = 0  ; time between shots, msec
5257    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
5258    ClipReloadTime = 2000    ; how long to reload a Clip, msec
5259    AutoReloadsClip = Yes 
5260    FireFX = FX_StingerMissileIgnition
5261    FireSound = StingerMissileWeapon
5262    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
5263    AntiAirborneVehicle = Yes
5264    AntiAirborneInfantry = No
5265    AntiGround = No
5266    AntiBallisticMissile = Yes
5267  End
5268  
5269  
5270  ;------------------------------------------------------------------------------
5271  Weapon GC_Chem_TunnelDefenderRocketWeaponBeta
5272    PrimaryDamage               = 40.0            
5273    PrimaryDamageRadius         = 5.0      
5274    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5275    AttackRange                 = 175.0
5276    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
5277    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
5278    DeathType                   = EXPLODED
5279    WeaponSpeed                 = 600               ; ignored for projectile weapons
5280    ProjectileObject            = GC_Chem_StingerMissile
5281    ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
5282    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
5283    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5284    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
5285    DelayBetweenShots           = 1000  ; time between shots, msec
5286    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
5287    ClipReloadTime              = 0    ; how long to reload a Clip, msec
5288    AutoReloadsClip             = Yes 
5289    FireSound                   = RPGTrooperWeapon
5290    FireFX                      = None
5291    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
5292  ; ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
5293    ProjectileCollidesWith      = STRUCTURES
5294    AntiAirborneVehicle         = No
5295    AntiAirborneInfantry        = No
5296    AntiGround                  = Yes
5297    WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
5298  End
5299  
5300  Weapon GC_Chem_TunnelDefenderRocketWeaponGamma
5301    PrimaryDamage               = 60.0            
5302    PrimaryDamageRadius         = 5.0      
5303    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5304    AttackRange                 = 175.0
5305    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
5306    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
5307    DeathType                   = EXPLODED
5308    WeaponSpeed                 = 600               ; ignored for projectile weapons
5309    ProjectileObject            = GC_Chem_StingerMissile
5310    ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
5311    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
5312    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5313    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
5314    DelayBetweenShots           = 1000  ; time between shots, msec
5315    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
5316    ClipReloadTime              = 0    ; how long to reload a Clip, msec
5317    AutoReloadsClip             = Yes 
5318    FireSound                   = RPGTrooperWeapon
5319    FireFX                      = None
5320    ProjectileDetonationFX      = WeaponFX_StingerMissileDetonation
5321  ; ProjectileDetonationOCL     = OCL_PoisonFieldGammaSmall
5322    ProjectileCollidesWith      = STRUCTURES
5323    AntiAirborneVehicle         = No
5324    AntiAirborneInfantry        = No
5325    AntiGround                  = Yes
5326    WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
5327  End
5328  
5329  Weapon GC_Chem_TunnelDefenderRocketWeaponBetaAir
5330    PrimaryDamage               = 40.0            
5331    PrimaryDamageRadius         = 5.0      
5332    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5333    AttackRange                 = 175.0
5334    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
5335    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
5336    DeathType                   = EXPLODED
5337    WeaponSpeed                 = 600               ; ignored for projectile weapons
5338    ProjectileObject            = GC_Chem_StingerMissile
5339    ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
5340    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
5341    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5342    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
5343    DelayBetweenShots           = 1000  ; time between shots, msec
5344    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
5345    ClipReloadTime              = 0    ; how long to reload a Clip, msec
5346    AutoReloadsClip             = Yes 
5347    FireSound                   = RPGTrooperWeapon
5348    FireFX                      = None
5349    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
5350    ProjectileCollidesWith      = STRUCTURES
5351    AntiAirborneVehicle = Yes
5352    AntiAirborneInfantry = No
5353    AntiGround = No
5354    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
5355  End
5356  
5357  Weapon GC_Chem_TunnelDefenderRocketWeaponGammaAir
5358    PrimaryDamage               = 60.0            
5359    PrimaryDamageRadius         = 5.0      
5360    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5361    AttackRange                 = 175.0
5362    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
5363    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
5364    DeathType                   = EXPLODED
5365    WeaponSpeed                 = 600               ; ignored for projectile weapons
5366    ProjectileObject            = GC_Chem_StingerMissile
5367    ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
5368    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
5369    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5370    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
5371    DelayBetweenShots           = 1000  ; time between shots, msec
5372    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
5373    ClipReloadTime              = 0    ; how long to reload a Clip, msec
5374    AutoReloadsClip             = Yes 
5375    FireSound                   = RPGTrooperWeapon
5376    FireFX                      = None
5377    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
5378    ProjectileCollidesWith      = STRUCTURES
5379    AntiAirborneVehicle = Yes
5380    AntiAirborneInfantry = No
5381    AntiGround = No
5382    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
5383  End
5384  
5385  ;------------------------------------------------------------------------------
5386  Weapon GC_Chem_GLARebelGunBeta 
5387    PrimaryDamage               = 8.0  ;20.0            
5388    PrimaryDamageRadius         = 10.0  ;20.0      
5389    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5390    AttackRange                 = 100.0 ;125.0
5391    MinimumAttackRange          = 0 ;20.0
5392    DamageType                  = POISON
5393    DeathType                   = POISONED_BETA
5394    WeaponSpeed                 = 600                     ;  dist/sec 
5395    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5396    ProjectileObject            = ToxinTruckStreamProjectileUpgraded
5397    FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
5398    ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
5399    FireSound                   = ToxinTractorWeaponLoop
5400    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5401    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5402    DelayBetweenShots           = 40                ; time between shots, msec
5403    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
5404    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
5405    ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
5406    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5407    AllowAttackGarrisonedBldgs  = Yes
5408  End
5409  
5410  Weapon GC_Chem_GLARebelGunGamma
5411    PrimaryDamage               = 10.0  ;60.0            
5412    PrimaryDamageRadius         = 10.0  ;20.0      
5413    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5414    AttackRange                 = 100.0 ;125.0
5415    MinimumAttackRange          = 0 ;20.0
5416    DamageType                  = POISON
5417    DeathType                   = POISONED_GAMMA
5418    WeaponSpeed                 = 600                     ;  dist/sec 
5419    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5420    ProjectileObject            = GC_Chem_ToxinStreamProjectile
5421    FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
5422    ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
5423    FireSound                   = ToxinTractorWeaponLoop
5424    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5425    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5426    DelayBetweenShots           = 40                ; time between shots, msec
5427    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
5428    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
5429    ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
5430    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5431    AllowAttackGarrisonedBldgs  = Yes
5432  End
5433  
5434  
5435  
5436  ;------------------------------------------------------------------------------
5437  Weapon Chem_TunnelNetworkGunBeta
5438    PrimaryDamage               = 10.0 ;20.0            
5439    PrimaryDamageRadius         = 10   ;20.0      
5440    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5441    AttackRange                 = 160.0
5442    MinimumAttackRange          = 0 ;20.0
5443    DamageType                  = POISON
5444    DeathType                   = POISONED_BETA
5445    WeaponSpeed                 = 600                     ;  dist/sec 
5446    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5447    ProjectileObject            = ToxinTruckStreamProjectileUpgraded
5448    FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
5449    ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
5450    FireSound                   = ToxinTractorWeaponLoop
5451    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5452    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5453    DelayBetweenShots           = 40                ; time between shots, msec
5454    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
5455    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
5456    ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
5457    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5458    AllowAttackGarrisonedBldgs  = Yes
5459  End
5460  
5461  ;------------------------------------------------------------------------------
5462  Weapon Chem_TunnelNetworkGunGamma
5463    PrimaryDamage               = 12.5  ;60.0            
5464    PrimaryDamageRadius         = 10.0  ;20.0      
5465    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5466    AttackRange                 = 160.0
5467    MinimumAttackRange          = 0 ;20.0
5468    DamageType                  = POISON
5469    DeathType                   = POISONED_GAMMA
5470    WeaponSpeed                 = 600                     ;  dist/sec 
5471    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5472    ProjectileObject            = GC_Chem_ToxinStreamProjectile
5473    FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
5474    ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
5475    FireSound                   = ToxinTractorWeaponLoop
5476    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5477    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5478    DelayBetweenShots           = 40                ; time between shots, msec
5479    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
5480    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
5481    ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
5482    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5483    AllowAttackGarrisonedBldgs  = Yes
5484  End
5485  
5486  ;------------------------------------------------------------------------------
5487  Weapon Chem_LargePoisonFieldWeaponGamma
5488    PrimaryDamage = 25.0            
5489    PrimaryDamageRadius = 140.0      
5490    AttackRange = 15.0
5491    MinimumAttackRange = 10.0
5492    DamageType = POISON
5493    DeathType = POISONED_GAMMA
5494    WeaponSpeed = 600                     ;  dist/sec 
5495  
5496    FireFX = GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius,
5497    ; so the damage range can be tweaked and it will change the effect's radius too
5498  
5499    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
5500    DelayBetweenShots = 500                ; time between shots, msec
5501  End
5502  
5503  ;------------------------------------------------------------------------------
5504  Weapon Chem_MediumPoisonFieldWeaponGamma
5505    PrimaryDamage = 2.5            
5506    PrimaryDamageRadius = 80.0      
5507    AttackRange = 15.0
5508    MinimumAttackRange = 10.0
5509    DamageType = POISON
5510    DeathType = POISONED_GAMMA
5511    WeaponSpeed = 600                     ;  dist/sec 
5512  
5513    FireFX = GC_Chem_WeaponFX_MediumPoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius,
5514    ; so the damage range can be tweaked and it will change the effect's radius too
5515  
5516    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
5517    DelayBetweenShots = 500                ; time between shots, msec
5518  End
5519  
5520  ;------------------------------------------------------------------------------
5521  Weapon Chem_SmallPoisonFieldWeaponGamma
5522    PrimaryDamage = 2.5            
5523    PrimaryDamageRadius = 7.5     
5524    AttackRange = 15.0
5525    MinimumAttackRange = 10.0
5526    DamageType = POISON
5527    DeathType = POISONED_GAMMA
5528    WeaponSpeed = 600                     ;  dist/sec 
5529  
5530    FireFX = GC_Chem_WeaponFX_SmallPoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius,
5531    ; so the damage range can be tweaked and it will change the effect's radius too
5532  
5533    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
5534    DelayBetweenShots = 500                ; time between shots, msec
5535  End
5536  
5537  
5538  ;------------------------------------------------------------------------------
5539  Weapon Chem_ToxinTruckGunGamma
5540    PrimaryDamage               = 20.5
5541    PrimaryDamageRadius         = 10.0      
5542    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5543    AttackRange                 = 100.0
5544    MinimumAttackRange          = 10.0
5545    DamageType                  = POISON
5546    DeathType                   = POISONED_GAMMA
5547    WeaponSpeed                 = 600                     ;  dist/sec 
5548    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5549    ProjectileObject            = GC_Chem_ToxinStreamProjectile
5550    FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
5551    ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
5552    FireSound                   = ToxinTractorWeaponLoop
5553    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5554    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5555    DelayBetweenShots           = 40                ; time between shots, msec
5556    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
5557    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
5558    ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
5559    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5560    AllowAttackGarrisonedBldgs  = Yes
5561  End
5562  
5563  ;------------------------------------------------------------------------------
5564  Weapon Chem_ToxinTruckGunGammaPlusOne
5565    PrimaryDamage               = 24.5
5566    PrimaryDamageRadius         = 10.0      
5567    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5568    AttackRange                 = 100.0
5569    MinimumAttackRange          = 10.0
5570    DamageType                  = POISON
5571    DeathType                   = POISONED_GAMMA
5572    WeaponSpeed                 = 600                     ;  dist/sec 
5573    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5574    ProjectileObject            = GC_Chem_ToxinStreamProjectile
5575    FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
5576    ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
5577    FireSound                   = ToxinTractorWeaponLoop
5578    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5579    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5580    DelayBetweenShots           = 40                ; time between shots, msec
5581    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
5582    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
5583    ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
5584    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5585    AllowAttackGarrisonedBldgs  = Yes
5586  End
5587  
5588  ;------------------------------------------------------------------------------
5589  Weapon Chem_ToxinTruckGunGammaPlusTwo
5590    PrimaryDamage               = 28.5
5591    PrimaryDamageRadius         = 10.0      
5592    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5593    AttackRange                 = 100.0
5594    MinimumAttackRange          = 10.0
5595    DamageType                  = POISON
5596    DeathType                   = POISONED_GAMMA
5597    WeaponSpeed                 = 600                     ;  dist/sec 
5598    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5599    ProjectileObject            = GC_Chem_ToxinStreamProjectile
5600    FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
5601    ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
5602    FireSound                   = ToxinTractorWeaponLoop
5603    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5604    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5605    DelayBetweenShots           = 40                ; time between shots, msec
5606    ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
5607    ClipReloadTime              = 40                   ; how long to reload a Clip, msec
5608    ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
5609    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5610    AllowAttackGarrisonedBldgs  = Yes
5611  End
5612  
5613  ;------------------------------------------------------------------------------
5614  Weapon HelixMinigunWeapon
5615    PrimaryDamage               = 6.0
5616    PrimaryDamageRadius         = 0.0       ; 0 primary radius means "hits only intended victim"
5617    AttackRange                 = 120.0      
5618    DamageType                  = COMANCHE_VULCAN  ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms
5619    DeathType                   = NORMAL
5620    WeaponSpeed                 = 999999.0          ; dist/sec (huge value == effectively instant)
5621    ProjectileObject            = NONE
5622    FireSound                   = HelixWeaponMachineGun
5623    FireFX                      = WeaponFX_Comanche20mmCannonFire
5624    VeterancyFireFX             = HEROIC WeaponFX_HeroicComanche20mmCannonFire
5625    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5626    DelayBetweenShots           = 100         ; time between shots, msec
5627    ClipSize                    = 0                    ; how many shots in a Clip (0 == infinite)
5628    ClipReloadTime              = 0              ; how long to reload a Clip, msec
5629    AntiAirborneVehicle         = No
5630    AntiAirborneInfantry        = Yes
5631  End
5632  
5633  ; Lorenzen commented out 8/4... helix now keeps its minigun always, even when upgraded to gatt
5634  ;------------------------------------------------------------------------------
5635  ;Weapon HelixHarmlessWeapon
5636  ;  PrimaryDamage               = 0.1
5637  ;  PrimaryDamageRadius         = 0.0       ; 0 primary radius means "hits only intended victim"
5638  ;  AttackRange                 = 220.0  ;; ensure that this is always less than gattlingbuildinggun  
5639  ;  DamageType                  = COMANCHE_VULCAN  ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms
5640  ;  DeathType                   = NORMAL
5641  ;  WeaponSpeed                 = 999999.0          ; dist/sec (huge value == effectively instant)
5642  ;  ProjectileObject            = NONE
5643  ;  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5644  ;  DelayBetweenShots           = 100         ; time between shots, msec
5645  ;  ClipSize                    = 0                    ; how many shots in a Clip (0 == infinite)
5646  ;  ClipReloadTime              = 0              ; how long to reload a Clip, msec
5647  ;  AntiAirborneVehicle         = No
5648  ;  AntiAirborneInfantry        = Yes
5649  ;End
5650  
5651  
5652  
5653  ;------------------------------------------------------------------------------
5654  Weapon NapalmBombWeapon
5655    PrimaryDamage               = 75.0            
5656    PrimaryDamageRadius         = 5.0      
5657    SecondaryDamage             = 40.0          
5658    SecondaryDamageRadius       = 30.0  
5659    DamageType                  = EXPLOSION ; since creates OCL_FirestormSmall to do the flame damage
5660    DeathType                   = EXPLODED
5661    WeaponSpeed = 10                           ; dist/sec 
5662    AttackRange                 = 10.0
5663    MinimumAttackRange          = 0.0  
5664    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
5665    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
5666    AntiGround                  = Yes
5667    FireOCL     = OCL_FirestormSmall
5668    DamageDealtAtSelfPosition   = Yes
5669    ProjectileCollidesWith      = STRUCTURES
5670    AntiAirborneVehicle         = No
5671    AntiAirborneInfantry        = No
5672  End
5673  
5674  ;------------------------------------------------------------------------------
5675  Weapon BlackNapalmBombWeapon
5676    PrimaryDamage               = 75.0            
5677    PrimaryDamageRadius         = 5.0      
5678    SecondaryDamage             = 40.0          
5679    SecondaryDamageRadius       = 30.0  
5680    DamageType                  = EXPLOSION
5681    DeathType                   = EXPLODED
5682    WeaponSpeed = 10                           ; dist/sec 
5683    AttackRange                 = 10.0
5684    MinimumAttackRange          = 0 
5685    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
5686    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
5687    AntiGround                  = Yes
5688    FireOCL     = OCL_BlackNapalmFirestormSmall
5689    DamageDealtAtSelfPosition   = Yes
5690    AntiAirborneVehicle         = No
5691    AntiAirborneInfantry        = No
5692  End
5693  
5694  
5695  
5696  
5697  ;------------------------------------------------------------------------------
5698  Weapon Chem_ToxinTruckSprayerGamma
5699    PrimaryDamage               = 0            
5700    PrimaryDamageRadius         = 0.0      
5701    SecondaryDamage             = 2.5          
5702    SecondaryDamageRadius       = 75.0    
5703    AttackRange                 = 15.0
5704    DamageType                  = POISON
5705    DeathType                   = POISONED_GAMMA
5706    WeaponSpeed                 = 600                     ;  dist/sec 
5707    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5708    ProjectileObject            = ToxinTruckSprayProjectile
5709    FireFX                      = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma
5710    ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma
5711    FireSound                   = ToxinTractorContaminate
5712    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5713    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5714    DelayBetweenShots           = 200                ; time between shots, msec
5715    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
5716    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
5717    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
5718    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5719    AcceptableAimDelta = 180
5720  End
5721  
5722  ;------------------------------------------------------------------------------
5723  Weapon Chem_ToxinTruckSprayerGammaPlusOne
5724    PrimaryDamage               = 0            
5725    PrimaryDamageRadius         = 0.0      
5726    SecondaryDamage             = 3.5          
5727    SecondaryDamageRadius       = 75.0    
5728    AttackRange                 = 15.0
5729    DamageType                  = POISON
5730    DeathType                   = POISONED_GAMMA
5731    WeaponSpeed                 = 600                     ;  dist/sec 
5732    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5733    ProjectileObject            = ToxinTruckSprayProjectile
5734    FireFX                      = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma
5735    ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma
5736    FireSound                   = ToxinTractorContaminate
5737    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5738    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5739    DelayBetweenShots           = 200                ; time between shots, msec
5740    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
5741    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
5742    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
5743    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5744    AcceptableAimDelta = 180
5745  End
5746  
5747  ;------------------------------------------------------------------------------
5748  Weapon Chem_ToxinTruckSprayerGammaPlusTwo
5749    PrimaryDamage               = 0            
5750    PrimaryDamageRadius         = 0.0      
5751    SecondaryDamage             = 4.5          
5752    SecondaryDamageRadius       = 75.0    
5753    AttackRange                 = 15.0
5754    DamageType                  = POISON
5755    DeathType                   = POISONED_GAMMA
5756    WeaponSpeed                 = 600                     ;  dist/sec 
5757    WeaponRecoil                = 0                      ; angle to deflect the model when firing
5758    ProjectileObject            = ToxinTruckSprayProjectile
5759    FireFX                      = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma
5760    ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma
5761    FireSound                   = ToxinTractorContaminate
5762    FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
5763    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
5764    DelayBetweenShots           = 200                ; time between shots, msec
5765    ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
5766    ClipReloadTime              = 0                   ; how long to reload a Clip, msec
5767    ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
5768    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
5769    AcceptableAimDelta = 180
5770  End
5771  
5772  ;------------------------------------------------------------------------------
5773  Weapon RadarVanBogusWeapon
5774    PrimaryDamage = 0.00001
5775    PrimaryDamageRadius = 0.0
5776    AttackRange = 110.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks!
5777    DamageType = SMALL_ARMS
5778    DeathType = NORMAL
5779    WeaponSpeed = 0         ; dist/sec 
5780    ProjectileObject = NONE
5781    FireFX = None
5782    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5783    DelayBetweenShots = 1000               ; time between shots, msec
5784    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
5785    ClipReloadTime = 0              ; how long to reload a Clip, msec
5786    AcceptableAimDelta = 180
5787  End
5788  
5789  ;------------------------------------------------------------------------------
5790  Weapon  MicrowaveTankVehicleDisabler
5791    PrimaryDamage         = 24.0
5792    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
5793    AttackRange           = 200.0
5794    DamageType            = SUBDUAL_VEHICLE
5795    DeathType             = NORMAL
5796    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
5797    ;WeaponSpeed           = 10.0          ; dist/sec (huge value == effectively instant)
5798    LaserName             = MicrowaveDisableStream
5799    LaserBoneName         = WEAPON02
5800    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
5801    DelayBetweenShots     = 100               ; time between shots, msec
5802    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
5803    ClipReloadTime        = 0              ; how long to reload a Clip, msec
5804    AntiAirborneVehicle   = No
5805    AntiAirborneInfantry  = No
5806    FireSound             = MicrowaveWeaponLoop
5807    FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
5808  End
5809  
5810  ;------------------------------------------------------------------------------
5811  Weapon  MicrowaveTankBuildingDisabler
5812    PrimaryDamage         = 50.0
5813    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
5814    AttackRange           = 200.0
5815    DamageType            = SUBDUAL_BUILDING
5816    DeathType             = NORMAL
5817    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
5818    ;WeaponSpeed           = 10.0          ; dist/sec (huge value == effectively instant)
5819    LaserName             = MicrowaveDisableStream
5820    LaserBoneName         = WEAPON02
5821    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
5822    DelayBetweenShots     = 100               ; time between shots, msec
5823    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
5824    ClipReloadTime        = 0              ; how long to reload a Clip, msec
5825    AntiAirborneVehicle   = No
5826    AntiAirborneInfantry  = No
5827    FireSound             = MicrowaveWeaponLoop
5828    FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
5829  End
5830  
5831  ;------------------------------------------------------------------------------
5832  Weapon  MicrowaveTankBuildingClearer
5833    PrimaryDamage         = 1.0 ; Number of passengers to kill with each shot
5834    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
5835    AttackRange           = 125.0
5836    DamageType            = KILL_GARRISONED
5837    DeathType             = NORMAL
5838    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
5839    LaserName             = MicrowaveDisableStream
5840    LaserBoneName         = WEAPON02
5841    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
5842    DelayBetweenShots     = 100               ; time between shots, msec
5843    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
5844    ClipReloadTime        = 0              ; how long to reload a Clip, msec
5845    AntiAirborneVehicle   = No
5846    AntiAirborneInfantry  = No
5847  ;  FireSound = AngryMobAmbientLoop
5848  ;  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
5849  End
5850  
5851  ;------------------------------------------------------------------------------
5852  Weapon MicrowaveTankEmitterWeapon
5853    PrimaryDamage = 8.0            
5854    PrimaryDamageRadius = 100.0  
5855    DamageDealtAtSelfPosition = Yes
5856  ;  RadiusDamageAngle = 180  ; leaving field commented out in case anybody else wants to use it.  It's a good field.
5857    AttackRange = 100.0
5858    DamageType = MICROWAVE
5859    DeathType = BURNED 
5860    WeaponSpeed = 600                     ;  dist/sec 
5861  
5862    FireFX = FX_MicrowaveTankEmitter ; This FxList is marked UseCallersRadius,
5863    ; so the damage range can be tweaked and it will change the effect's radius too
5864  
5865    RadiusDamageAffects = ENEMIES NOT_AIRBORNE
5866    DelayBetweenShots = 250                ; time between shots, msec
5867  End
5868  
5869  ;------------------------------------------------------------------------------
5870  Weapon  ECMTankVehicleDisabler
5871    PrimaryDamage         = 24.0
5872    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
5873    AttackRange           = 200.0
5874    DamageType            = SUBDUAL_VEHICLE
5875    DeathType             = NORMAL
5876    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
5877    LaserName             = ECMDisableStream
5878    LaserBoneName         = WEAPONA01
5879    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
5880    DelayBetweenShots     = 100               ; time between shots, msec
5881    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
5882    ClipReloadTime        = 0              ; how long to reload a Clip, msec
5883    AntiAirborneVehicle   = No
5884    AntiAirborneInfantry  = No
5885    FireSound = FrequencyJammerWeaponLoop
5886    FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
5887  End
5888  
5889  ;------------------------------------------------------------------------------
5890  Weapon ECMTankMissileJammer
5891    PrimaryDamage = 100.0            
5892    PrimaryDamageRadius = 150.0      
5893    AttackRange = 15.0
5894    MinimumAttackRange = 10.0
5895    DamageType            = SUBDUAL_MISSILE
5896    DeathType             = NORMAL
5897    WeaponSpeed = 600                     ;  dist/sec 
5898    RadiusDamageAffects = ENEMIES NEUTRALS 
5899    DelayBetweenShots = 650                ; time between shots, msec
5900    FireFX = FX_ECMTankMissileJammerPulse
5901  End
5902  
5903  ;------------------------------------------------------------------------------
5904  Weapon BattleShipGunReal
5905    PrimaryDamage         = 200.0            
5906    PrimaryDamageRadius   = 50.0      
5907    ScatterRadius         = 15.0
5908    ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5909    AttackRange = 20000.0
5910    MinimumAttackRange = 50.0
5911    MinTargetPitch = 45                         ; we may not target anything outside of this pitch range
5912    MaxTargetPitch = 80                          ; ditto
5913    DamageType = EXPLOSION
5914    DeathType = EXPLODED
5915    WeaponSpeed = 500                           ; dist/sec 
5916    WeaponRecoil = 5                            ; angle to deflect the model when firing
5917    ProjectileObject = GenericTankShell
5918    FireFX = WeaponFX_BattleshipBogusGun
5919    FireSound = BattleshipWeapon
5920    ProjectileDetonationFX = FX_StrategyCenterBarrage
5921    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
5922    DelayBetweenShots = 250.0              ; time between shots, msec
5923    ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
5924    ClipSize = 3                    ; how many shots in a Clip (0 == infinite)
5925    ClipReloadTime = 25000
5926    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
5927    ProjectileCollidesWith = STRUCTURES WALLS 
5928  End
5929  
5930  ;------------------------------------------------------------------------------
5931  Weapon NukeCannonNeutronWeapon
5932    PrimaryDamage           = 1.0
5933    PrimaryDamageRadius     = 10.0
5934    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5935    AttackRange             = 350.0
5936    MinimumAttackRange      = 150.0
5937    DamageType              = EXPLOSION
5938    DeathType               = NORMAL
5939    WeaponSpeed             = 200         ; dist/sec 
5940    ProjectileObject        = NeutronCannonShell
5941    FireFX                  = WeaponFX_NukeCannonMuzzleFlash
5942    FireSound               = NukeCannonWeapon
5943    VeterancyFireFX         = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash
5944    ProjectileDetonationFX  = Neutron_WeaponFX_NukeCannon
5945    RadiusDamageAffects     = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE
5946    DelayBetweenShots       = 10000        ; time between shots, msec
5947    ClipSize                = 0            ; how many shots in a Clip (0 == infinite)
5948    ClipReloadTime          = 0            ; how long to reload a Clip, msec
5949  End
5950  
5951  Weapon NeutronMineWeapon
5952    PrimaryDamage           = 1.0
5953    PrimaryDamageRadius     = 10.0
5954    DamageType              = EXPLOSION
5955    DeathType               = NORMAL
5956    WeaponSpeed             = 0.01         ; dist/sec 
5957    ProjectileObject        = NeutronBlastObject
5958    FireFX                  = Neutron_WeaponFX_Mine
5959    RadiusDamageAffects     = SUICIDE SELF ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE ;ALLIES (Kris: no longer effects allies)
5960    DelayBetweenShots       = 100000        ; time between shots, msec
5961    ClipSize                = 1            ; how many shots in a Clip (0 == infinite)
5962    ClipReloadTime          = 0            ; how long to reload a Clip, msec
5963    AutoReloadsClip = No 
5964  End
5965  
5966  ;------------------------------------------------------------------------------
5967  Weapon ChinaCarpetBombWeapon
5968    PrimaryDamage = 300.0            
5969    PrimaryDamageRadius = 75.0      
5970    AttackRange = 100.0
5971    DamageType = EXPLOSION         
5972    DeathType = EXPLODED
5973    WeaponSpeed = 99999.0             
5974    ProjectileObject = NONE
5975    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR   
5976    DelayBetweenShots = 0                   ; time between shots, msec
5977    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
5978    ClipReloadTime = 0               ; how long to reload a Clip, msec
5979    AutoReloadsClip = No 
5980  End
5981  
5982  ;------------------------------------------------------------------------------
5983  Weapon FireBaseHowitzerGun
5984    PrimaryDamage = 75.0
5985    PrimaryDamageRadius = 10.0
5986    ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
5987    AttackRange = 275.0
5988    MinimumAttackRange = 50.0
5989    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
5990    MaxTargetPitch = 15                          ; ditto
5991    DamageType = EXPLOSION
5992    DeathType = NORMAL
5993    WeaponSpeed = 300         ; dist/sec 
5994    MinWeaponSpeed = 75        
5995    ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range                           ; dist/sec 
5996    WeaponRecoil = 5                            ; angle to deflect the model when firing
5997    ProjectileObject = GenericTankShell
5998    FireFX           = WeaponFX_GenericTankGunNoTracer
5999    VeterancyFireFX  = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
6000    ProjectileDetonationFX = FX_FireBaseHowitzerExplosion
6001    FireSound = StrategyCenter_ArtilleryRound
6002    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6003    DelayBetweenShots = 2000               ; time between shots, msec
6004    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
6005    ClipReloadTime = 0              ; how long to reload a Clip, msec
6006  
6007    ; note, these only apply to units that aren't the explicit target 
6008    ; (ie, units that just happen to "get in the way"... projectiles
6009    ; always collide with the Designated Target, regardless of these flags
6010    ProjectileCollidesWith = STRUCTURES WALLS 
6011  End
6012  
6013  
6014  ;------------------------------------------------------------------------------
6015  Weapon Chem_ToxinShellWeaponGamma ; No extra damage, just lays down a damage field
6016    PrimaryDamage = 0.0            
6017    PrimaryDamageRadius = 1.0      
6018    AttackRange = 100.0
6019    DamageType = EXPLOSION 
6020    DeathType = EXPLODED
6021    WeaponSpeed = 99999.0
6022    ProjectileObject = NONE
6023  ;  FireFX = WeaponFX_NapalmMissileDetonation
6024    FireOCL = OCL_PoisonFieldGammaSmall
6025    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6026    DelayBetweenShots = 0                   ; time between shots, msec
6027    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
6028    ClipReloadTime = 0                      ; how long to reload a Clip, msec
6029    AutoReloadsClip = No 
6030    AntiGround = Yes
6031    DamageDealtAtSelfPosition = Yes
6032  End
6033  
6034  Weapon Chem_SCUDLauncherGunAnthraxGamma
6035    PrimaryDamage = 200.0            
6036    PrimaryDamageRadius = 30.0      
6037    SecondaryDamage = 25.0          
6038    SecondaryDamageRadius = 60.0    
6039    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6040    AttackRange = 350.0
6041    MinimumAttackRange = 200.0
6042    PreAttackDelay = 500
6043    PreAttackType = PER_SHOT ; Do the delay every single shot
6044    DamageType = EXPLOSION 
6045    DeathType = EXPLODED
6046    FireFX = FX_ScudLauncherIgnition
6047    ProjectileObject = SCUDMissile
6048    ProjectileExhaust = ScudMissileExhaust
6049    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
6050    ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
6051    ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium
6052    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
6053    FireSound = ScudLauncherWeapon
6054    DelayBetweenShots = 1
6055    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
6056    ClipReloadTime = 10000               ; how long to reload a Clip, msec
6057    ; Uses a clip of one to get the Reloading modelcondition
6058  
6059    ; note, these only apply to units that aren't the explicit target 
6060    ; (ie, units that just happen to "get in the way"... projectiles
6061    ; always collide with the Designated Target, regardless of these flags
6062    ProjectileCollidesWith = STRUCTURES
6063  
6064  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
6065  End
6066  
6067  ;------------------------------------------------------------------------------
6068  Weapon Chem_SCUDLauncherGunAnthraxGammaPlusOne
6069    PrimaryDamage = 200.0            
6070    PrimaryDamageRadius = 30.0      
6071    SecondaryDamage = 25.0          
6072    SecondaryDamageRadius = 60.0    
6073    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6074    AttackRange = 450.0
6075    MinimumAttackRange = 200.0
6076    PreAttackDelay = 500
6077    PreAttackType = PER_SHOT ; Do the delay every single shot
6078    DamageType = EXPLOSION 
6079    DeathType = EXPLODED
6080    FireFX = FX_ScudLauncherIgnition
6081    ProjectileObject = SCUDMissilePlusOne
6082    ProjectileExhaust = ScudMissileExhaust
6083    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
6084    ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
6085    ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium
6086    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
6087    FireSound = ScudLauncherWeapon
6088    DelayBetweenShots = 1
6089    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
6090    ClipReloadTime = 10000               ; how long to reload a Clip, msec
6091    ; Uses a clip of one to get the Reloading modelcondition
6092  
6093    ; note, these only apply to units that aren't the explicit target 
6094    ; (ie, units that just happen to "get in the way"... projectiles
6095    ; always collide with the Designated Target, regardless of these flags
6096    ProjectileCollidesWith = STRUCTURES
6097  
6098  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
6099  End
6100  
6101  ;------------------------------------------------------------------------------
6102  Weapon Chem_SCUDLauncherGunAnthraxGammaPlusTwo
6103    PrimaryDamage = 250.0            
6104    PrimaryDamageRadius = 30.0      
6105    SecondaryDamage = 50.0          
6106    SecondaryDamageRadius = 60.0    
6107    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6108    AttackRange = 450.0
6109    MinimumAttackRange = 200.0
6110    PreAttackDelay = 500
6111    PreAttackType = PER_SHOT ; Do the delay every single shot
6112    DamageType = EXPLOSION 
6113    DeathType = EXPLODED
6114    FireFX = FX_ScudLauncherIgnition
6115    ProjectileObject = SCUDMissilePlusTwo
6116    ProjectileExhaust = ScudMissileExhaust
6117    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
6118    ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
6119    ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium
6120    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
6121    FireSound = ScudLauncherWeapon
6122    DelayBetweenShots = 1
6123    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
6124    ClipReloadTime = 10000               ; how long to reload a Clip, msec
6125    ; Uses a clip of one to get the Reloading modelcondition
6126  
6127    ; note, these only apply to units that aren't the explicit target 
6128    ; (ie, units that just happen to "get in the way"... projectiles
6129    ; always collide with the Designated Target, regardless of these flags
6130    ProjectileCollidesWith = STRUCTURES
6131  
6132  ;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
6133  End
6134  
6135  
6136  ;------------------------------------------------------------------------------
6137  ;------------------------------------------------------------------------------
6138  ;THE BABY SISTER OF ALL EXPLOSIONS... SNEAK ATTACK INITIAL "SHOVE"
6139  ;------------------------------------------------------------------------------
6140  Weapon SneakAttackShockwaveWeaponSmall
6141    PrimaryDamage = 10            
6142    PrimaryDamageRadius = 35.0      
6143    AttackRange = 30.0
6144  
6145    ShockWaveAmount   = 10 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
6146    ShockWaveRadius     = 10  ; should be no more than the primary/secondary damage radius, whichever is larger.
6147    ShockWaveTaperOff  = 0.5    ; 0.5 means at the shockwave edge, the shockwave amount is 50%.
6148  
6149  
6150    DamageType = MELEE         
6151    DeathType = NORMAL
6152    WeaponSpeed = 99999.0             
6153    ProjectileObject = NONE
6154    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6155    DelayBetweenShots = 99999                   ; time between shots, msec
6156    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
6157    ClipReloadTime = 2500               ; how long to reload a Clip, msec
6158    AutoReloadsClip = No 
6159  End
6160  
6161  Weapon SneakAttackShockwaveWeaponMedium
6162    PrimaryDamage = 30            
6163    PrimaryDamageRadius = 50      
6164    AttackRange = 30.0
6165  
6166    ShockWaveAmount   = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
6167    ShockWaveRadius     = 30 ; should be no more than the primary/secondary damage radius, whichever is larger.
6168    ShockWaveTaperOff  = 0.5    ;  means at the shockwave edge, the shockwave amount is 50%.
6169  
6170  
6171    DamageType = MELEE         
6172    DeathType = NORMAL
6173    WeaponSpeed = 99999.0             
6174    ProjectileObject = NONE
6175    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6176    DelayBetweenShots = 99999                   ; time between shots, msec
6177    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
6178    ClipReloadTime = 2500               ; how long to reload a Clip, msec
6179    AutoReloadsClip = No 
6180  End
6181  
6182  
6183  Weapon SneakAttackShockwaveWeaponBig
6184    PrimaryDamage = 50            
6185    PrimaryDamageRadius = 50      
6186    AttackRange = 30.0
6187  
6188    ShockWaveAmount   = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
6189    ShockWaveRadius     = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
6190    ShockWaveTaperOff  = 0.5    ; means at the shockwave edge, the shockwave amount is 50%.
6191  
6192  
6193    DamageType = MELEE         
6194    DeathType = NORMAL
6195    WeaponSpeed = 99999.0             
6196    ProjectileObject = NONE
6197    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6198    DelayBetweenShots = 99999                   ; time between shots, msec
6199    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
6200    ClipReloadTime = 2500               ; how long to reload a Clip, msec
6201    AutoReloadsClip = No 
6202  End
6203  
6204  
6205  
6206  
6207  
6208  ;------------------------------------------------------------------------------
6209  Weapon Tank_BattleMasterTankGun
6210    PrimaryDamage           = 40.0
6211    PrimaryDamageRadius     = 5.0
6212    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6213    AttackRange             = 150.0
6214    MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
6215    MaxTargetPitch          = 15                          ; ditto
6216    DamageType              = ARMOR_PIERCING
6217    DeathType               = NORMAL
6218    WeaponSpeed             = 400                           ; dist/sec 
6219    WeaponRecoil            = 5                            ; angle to deflect the model when firing
6220    ProjectileObject        = BattleMasterTankShell
6221    FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
6222    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
6223    ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
6224    FireSound               = BattlemasterTankWeapon
6225    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
6226    DelayBetweenShots       = 500               ; time between shots, msec
6227    ClipSize                = 3                    ; how many shots in a Clip (0 == infinite)
6228    ClipReloadTime          = 2000              ; how long to reload a Clip, msec
6229    WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
6230  
6231    ; note, these only apply to units that aren't the explicit target 
6232    ; (ie, units that just happen to "get in the way"... projectiles
6233    ; always collide with the Designated Target, regardless of these flags
6234    ProjectileCollidesWith  = STRUCTURES WALLS 
6235  End
6236  
6237  
6238  
6239  
6240  ;------------------------------------------------------------------------------
6241  Weapon Tank_OverlordTankGun
6242    PrimaryDamage = 80 ;100.0
6243    PrimaryDamageRadius = 5.0
6244    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6245    SecondaryDamage = 20.0
6246    SecondaryDamageRadius = 10.0
6247    AttackRange = 175.0
6248    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
6249    MaxTargetPitch = 15                          ; ditto
6250    DamageType = ARMOR_PIERCING
6251    DeathType = NORMAL
6252    WeaponSpeed = 300                           ; dist/sec 
6253    WeaponRecoil = 5                            ; angle to deflect the model when firing
6254    ProjectileObject = OverlordTankShell
6255    FireFX            = WeaponFX_GenericTankGunNoTracer
6256    VeterancyFireFX   = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
6257    ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
6258    FireSound = OverlordTankWeapon
6259    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6260    DelayBetweenShots = 300              ; time between shots, msec
6261    ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
6262    ClipSize = 2                    ; how many shots in a Clip (0 == infinite)
6263    ClipReloadTime = 1500              ; how long to reload a Clip, msec
6264    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
6265  
6266    ; note, these only apply to units that aren't the explicit target 
6267    ; (ie, units that just happen to "get in the way"... projectiles
6268    ; always collide with the Designated Target, regardless of these flags
6269    ProjectileCollidesWith = STRUCTURES WALLS 
6270  End
6271  
6272  ;------------------------------------------------------------------------------
6273  Weapon Infa_MiniGunnerGun 
6274    PrimaryDamage         = 10.0
6275    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
6276    AttackRange           = 125.0
6277    DamageType            = Gattling
6278    DeathType             = NORMAL
6279    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
6280    ProjectileObject      = NONE
6281    FireFX                = WeaponFX_GenericMachineGunFire
6282    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
6283    FireSound             = RedGuardMinigunnerWeapon
6284    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
6285    DelayBetweenShots     = 500               ; time between shots, msec
6286    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
6287    ClipReloadTime        = 0              ; how long to reload a Clip, msec
6288    ContinuousFireOne     = 6 ; How many shots at the same target constitute "Continuous Fire"
6289    ContinuousFireTwo     = 12 ; How many shots at the same target constitute "Continuous Fire Two"
6290    ContinuousFireCoast   = 1000 ; msec we can coast without firing before we lose Continuous Fire
6291    WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
6292    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)
6293    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
6294    AntiAirborneVehicle   = No
6295    AntiAirborneInfantry  = No
6296    AntiGround = Yes
6297  End
6298  
6299  ;------------------------------------------------------------------------------
6300  Weapon Infa_MiniGunnerGunAir
6301    PrimaryDamage         = 12.0
6302    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
6303    AttackRange           = 350.0
6304    DamageType            = SMALL_ARMS
6305    DeathType             = NORMAL
6306    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
6307    ProjectileObject      = NONE
6308    FireFX                = WeaponFX_GenericMachineGunFire
6309    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
6310    FireSound             = GattlingTankWeapon
6311    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
6312    DelayBetweenShots     = 500               ; time between shots, msec
6313    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
6314    ClipReloadTime        = 0              ; how long to reload a Clip, msec
6315    ContinuousFireOne     = 6 ; How many shots at the same target constitute "Continuous Fire"
6316    ContinuousFireTwo     = 12 ; How many shots at the same target constitute "Continuous Fire Two"
6317    ContinuousFireCoast   = 1000 ; msec we can coast without firing before we lose Continuous Fire
6318    WeaponBonus           = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
6319    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)
6320    WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%     ; ChainGun upgrade
6321    AntiAirborneVehicle   = Yes
6322    AntiAirborneInfantry  = Yes
6323    AntiGround            = No
6324  End
6325  
6326  
6327  
6328  
6329  ;------------------------------------------------------------------------------
6330  Weapon GC_Slth_GLAJarmenKellVehiclePilotSniperRifle
6331    PrimaryDamage = 1.0
6332    PrimaryDamageRadius = 0.0
6333    AttackRange = 225.0
6334    DamageType = KILL_PILOT
6335    DeathType = NORMAL
6336    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
6337    ProjectileObject = NONE
6338    FireFX                = WeaponFX_GenericMachineGunFire
6339    VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
6340    FireSound = JarmenKellWeaponSnipe
6341    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6342    DelayBetweenShots = 0           ; time between shots, msec
6343    ClipSize = 1                    ; how many shots in a Clip (0 == infinite)
6344    ClipReloadTime = 5000          ; how long to reload a Clip, msec
6345    AutoReloadsClip = Yes
6346  End
6347  
6348  
6349  ;------------------------------------------------------------------------------
6350  Weapon GC_Slth_GLAJarmenKellRifle
6351    PrimaryDamage = 180.0
6352    PrimaryDamageRadius = 0.0
6353    AttackRange = 225.0
6354    DamageType = SNIPER
6355    DeathType = NORMAL
6356    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
6357    ProjectileObject = GC_Slth_JarmenKellBullet
6358    FireFX = WeaponFX_GenericMachineGunFire
6359    FireSound = JarmenKellWeapon
6360    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6361    DelayBetweenShots = 1000               ; time between shots, msec
6362    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
6363    ClipReloadTime = 0              ; how long to reload a Clip, msec
6364    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
6365    AllowAttackGarrisonedBldgs  = Yes
6366  End
6367  
6368  ;------------------------------------------------------------------------------
6369  Weapon GC_Slth_QuadCannonSnipeGun
6370    PrimaryDamage = 100.0
6371    PrimaryDamageRadius = 0.0
6372    AttackRange = 300.0
6373    DamageType = SNIPER
6374    DeathType = NORMAL
6375    WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
6376    ProjectileObject = NONE
6377    FireFX = WeaponFX_GenericMachineGunFire                   ; so the ground lighting effects do not give away position while stealthed
6378    FireSound = PathfinderWeapon
6379    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6380    DelayBetweenShots = 100               ; time between shots, msec
6381    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
6382    ClipReloadTime = 0              ; how long to reload a Clip, msec
6383    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
6384  End
6385  
6386  ;------------------------------------------------------------------------------
6387  Weapon Lazr_CrusaderTankGun
6388    PrimaryDamage           = 80.0
6389    PrimaryDamageRadius     = 5.0
6390    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6391    AttackRange             = 150.0
6392    MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
6393    MaxTargetPitch          = 15                          ; ditto
6394    DamageType              = ARMOR_PIERCING
6395    DeathType               = NORMAL
6396    WeaponSpeed             = 99999                           ; dist/sec 
6397    WeaponRecoil            = 5                            ; angle to deflect the model when firing
6398    LaserName               = Lazr_CrusaderLaserBeam
6399    LaserBoneName           = TurretMS01
6400    FireFX                  = Lazr_WeaponFX_LaserCrusader
6401    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
6402    DelayBetweenShots       = 2300               ; time between shots, msec
6403    ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
6404    ClipReloadTime          = 0              ; how long to reload a Clip, msec
6405    ProjectileCollidesWith  = STRUCTURES WALLS 
6406  
6407    DelayBetweenShots       = 2000               ; time between shots, msec
6408  End
6409  
6410  ;------------------------------------------------------------------------------
6411  Weapon Lazr_PaladinTankGun
6412    PrimaryDamage = 70.0
6413    PrimaryDamageRadius = 3.0
6414    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6415    AttackRange = 150.0
6416    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
6417    MaxTargetPitch = 15                          ; ditto
6418    DamageType = ARMOR_PIERCING
6419    DeathType = NORMAL
6420    WeaponSpeed = 99999                           ; dist/sec 
6421    WeaponRecoil = 5                            ; angle to deflect the model when firing
6422    LaserName               = Lazr_PaladinLaserBeam
6423    LaserBoneName           = TurretMS01
6424    FireFX                  = Lazr_WeaponFX_LaserCrusader 
6425    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6426    DelayBetweenShots = 1000        ; time between shots, msec
6427    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
6428    ClipReloadTime = 0              ; how long to reload a Clip, msec
6429    ProjectileCollidesWith = STRUCTURES WALLS 
6430  End
6431  
6432  ;------------------------------------------------------------------------------
6433  Weapon Lazr_PatriotMissileWeapon
6434    PrimaryDamage               =  40.0      
6435    PrimaryDamageRadius         =   3.0  
6436    ScatterRadiusVsInfantry     =  10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6437    AttackRange                 = 225.0
6438    DamageType                  = EXPLOSION
6439    DeathType                   = EXPLODED
6440    WeaponSpeed                 = 999999.0
6441    LaserName               = Lazr_PatriotLaserBeam
6442    LaserBoneName           = WEAPONA01
6443    FireFX                  = Lazr_WeaponFX_LaserCrusader 
6444    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
6445    DelayBetweenShots           = 250                   ; time between shots, msec
6446    ClipSize                    = 3                        ; how many shots in a Clip (0 == infinite)
6447    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
6448    AutoReloadsClip             = Yes 
6449    AntiAirborneVehicle         = No
6450    AntiAirborneInfantry        = No
6451    AntiGround                  = Yes
6452    AntiBallisticMissile        = No
6453    RequestAssistRange          = 200    ; when I fire, my object will look around for things of
6454    ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
6455    ProjectileCollidesWith      = STRUCTURES
6456  End
6457  
6458  ;------------------------------------------------------------------------------
6459  Weapon Lazr_PatriotMissileWeaponAir
6460    PrimaryDamage               = 35.0            
6461    PrimaryDamageRadius         = 3.0
6462    AttackRange                 = 350.0
6463    DamageType                  = EXPLOSION
6464    DeathType                   = EXPLODED
6465    WeaponSpeed                 = 999999.0
6466    LaserName               = Lazr_PaladinLaserBeam
6467    LaserBoneName           = WEAPONA01
6468    FireFX                  = Lazr_WeaponFX_Laser 
6469    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
6470    DelayBetweenShots           = 250                   ; time between shots, msec
6471    ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
6472    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
6473    AutoReloadsClip             = Yes 
6474    AntiAirborneVehicle         = Yes
6475    AntiAirborneInfantry        = Yes
6476    AntiGround                  = No
6477    AntiBallisticMissile        = Yes
6478    RequestAssistRange          = 200    ; when I fire, my object will look around for things of
6479    ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
6480    ProjectileCollidesWith      = STRUCTURES
6481  End
6482  
6483  ;------------------------------------------------------------------------------
6484  ; For use with the Assisted Targeting Update.  No Assist Listing and longer range
6485  Weapon Lazr_PatriotMissileAssistWeapon
6486    PrimaryDamage               = 35.0            
6487    PrimaryDamageRadius         = 3.0  
6488    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6489    AttackRange                 = 450.0 ; at least Regular's range + regular's request assist range
6490    DamageType                  = EXPLOSION          ; ignored for projectile weapons
6491    DeathType                   = EXPLODED
6492    WeaponSpeed                 = 999999.0               ; ignored for projectile weapons
6493    LaserName               = Lazr_PaladinLaserBeam
6494    LaserBoneName           = WEAPONA01
6495    FireFX                  = Lazr_WeaponFX_Laser 
6496    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
6497    DelayBetweenShots           = 250                   ; time between shots, msec
6498    ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
6499    ClipReloadTime              = 1000               ; how long to reload a Clip, msec
6500    AutoReloadsClip             = Yes 
6501    AntiAirborneVehicle         = Yes
6502    AntiAirborneInfantry        = Yes
6503    AntiGround                  = Yes
6504    ProjectileCollidesWith      = STRUCTURES
6505  End
6506  
6507  
6508  ;------------------------------------------------------------------------------
6509  Weapon GC_Chem_SuicideDynamitePackBeta
6510    PrimaryDamage = 500.0           ;was 150.0
6511    PrimaryDamageRadius = 18.0      ;was 6.0
6512    SecondaryDamage = 300.0         ;was 30.0
6513    SecondaryDamageRadius = 50.0    ;was 25.0
6514    AttackRange = 5.0       ; must be very close to use this weapon!
6515    DamageType = EXPLOSION
6516    DeathType = SUICIDED
6517    WeaponSpeed = 99999.0             
6518    ProjectileObject = NONE
6519    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
6520    RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
6521    DelayBetweenShots = 0              
6522    ClipSize = 1                        
6523    ClipReloadTime = 0                  
6524    AutoReloadsClip = No 
6525    FireFX = WeaponFX_SuicideDynamitePackDetonation
6526    FireSound = CarBomberDie
6527    FireOCL = OCL_PoisonFieldUpgradedMedium
6528  End
6529  
6530  ;------------------------------------------------------------------------------
6531  Weapon GC_Chem_SuicideDynamitePackGamma
6532    PrimaryDamage = 600.0           ;was 150.0
6533    PrimaryDamageRadius = 18.0      ;was 6.0
6534    SecondaryDamage = 300.0         ;was 30.0
6535    SecondaryDamageRadius = 50.0    ;was 25.0
6536    AttackRange = 5.0       ; must be very close to use this weapon!
6537    DamageType = EXPLOSION
6538    DeathType = SUICIDED
6539    WeaponSpeed = 99999.0             
6540    ProjectileObject = NONE
6541    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
6542    RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
6543    DelayBetweenShots = 0              
6544    ClipSize = 1                        
6545    ClipReloadTime = 0                  
6546    AutoReloadsClip = No 
6547    FireFX = WeaponFX_SuicideDynamitePackDetonation
6548    FireSound = CarBomberDie
6549    FireOCL = OCL_PoisonFieldGammaMedium
6550  End
6551  
6552  
6553  ;------------------------------------------------------------------------------
6554  Weapon GC_Chem_ScudStormWeapon
6555    PrimaryDamage = 0               ; not used for this weapon (it's "special")            
6556    PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
6557    AttackRange = 999999            ; not used for this weapon (it's "special")
6558    DamageType = EXPLOSION          ; not used for this weapon (it's "special")
6559    DeathType = EXPLODED
6560    WeaponSpeed = 99999             ; not used for this weapon (it's "special")
6561    ProjectileObject = GC_Chem_ScudStormMissile
6562    ProjectileExhaust = ScudMissileExhaust
6563    FireFX = WeaponFX_ScudStormMissile
6564    FireSound = ScudStormLaunch
6565    ProjectileDetonationFX = ScudStormMissileDetonation
6566    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6567    DelayBetweenShots = Min:100 Max:1000
6568    ClipSize = 9
6569    ClipReloadTime = 10000 ; give it time to sink into the ground          
6570    AutoReloadsClip = Yes
6571    ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below
6572  
6573    ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
6574    ; These specific points are an even distribution simulating a 150 ScatterRadius.
6575    ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
6576    ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
6577  
6578    ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
6579    ScatterTarget = X: 0.000 Y: 0.133
6580    ScatterTarget = X: 0.133 Y:-0.200
6581    ScatterTarget = X:-0.067 Y: 0.667
6582    ScatterTarget = X: 0.300 Y: 0.300
6583    ScatterTarget = X: 0.767 Y: 0.000       
6584    ScatterTarget = X: 0.500 Y:-0.567        
6585    ScatterTarget = X:-0.333 Y:-0.800        
6586    ScatterTarget = X:-0.600 Y:-0.1333        
6587    ScatterTarget = X:-0.567 Y: 0.433        
6588  
6589    PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
6590    PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
6591    AcceptableAimDelta = 180 ; Don't need to turn at all.
6592  
6593    ; note, these only apply to units that aren't the explicit target 
6594    ; (ie, units that just happen to "get in the way"... projectiles
6595    ; always collide with the Designated Target, regardless of these flags
6596    ProjectileCollidesWith = STRUCTURES
6597  End
6598  
6599  
6600  
6601  ;------------------------------------------------------------------------------
6602  Weapon Chem_ScudStormDamageWeaponGamma
6603    PrimaryDamage = 550.0
6604    PrimaryDamageRadius = 50.0 ;25.0
6605    SecondaryDamage = 200.0 ;100.0
6606    SecondaryDamageRadius = 200.0 ;50.0
6607    AttackRange = 200.0
6608    DamageType = EXPLOSION
6609    DeathType = EXPLODED
6610    WeaponSpeed = 600         ; dist/sec 
6611    FireFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
6612    FireOCL = OCL_PoisonFieldGammaLarge  ; So this weapon will do normal damage, and create this object
6613    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6614    DelayBetweenShots = 0               ; time between shots, msec
6615    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
6616    ClipReloadTime = 0              ; how long to reload a Clip, msec
6617  End
6618  
6619  
6620  ;------------------------------------------------------------------------------
6621  Weapon ListeningOutpostUpgradedDummyWeapon
6622    PrimaryDamage         = 0.1
6623    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
6624    AttackRange           = 90.0
6625    DamageType            = SMALL_ARMS
6626    DeathType             = NORMAL
6627    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
6628    ProjectileObject      = NONE
6629    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
6630    DelayBetweenShots     = 1000               ; time between shots, msec
6631    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
6632    ClipReloadTime        = 0              ; how long to reload a Clip, msec
6633    AcceptableAimDelta    = 180 ; I'm not really shooting, my buddies are.  So no need to turn
6634  End
6635  
6636  ;------------------------------------------------------------------------------
6637  Weapon BattleBusPassengerDummyWeapon
6638    PrimaryDamage         = 0.001
6639    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
6640    AttackRange           = 90.0
6641    DamageType            = SMALL_ARMS
6642    DeathType             = NORMAL
6643    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
6644    ProjectileObject      = NONE
6645    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
6646    DelayBetweenShots     = 10000               ; time between shots, msec
6647    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
6648    ClipReloadTime        = 0              ; how long to reload a Clip, msec
6649    AcceptableAimDelta    = 180 ; I'm not really shooting, my buddies are.  So no need to turn
6650  End
6651  
6652  ;------------------------------------------------------------------------------
6653  Weapon Infa_ChinaVehicleTroopCrawlerDummyWeapon
6654    PrimaryDamage         = 0.001
6655    PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
6656    AttackRange           = 60.0 ; Small enough that the minigunners at their bones can shoot their gun.
6657    DamageType            = SMALL_ARMS
6658    DeathType             = NORMAL
6659    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
6660    ProjectileObject      = NONE
6661    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
6662    DelayBetweenShots     = 10000               ; time between shots, msec
6663    ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
6664    ClipReloadTime        = 0              ; how long to reload a Clip, msec
6665    AcceptableAimDelta    = 180 ; I'm not really shooting, my buddies are.  So no need to turn
6666  End
6667  
6668  ;------------------------------------------------------------------------------
6669  Weapon BunkerBusterShockwaveWeaponSmall
6670    PrimaryDamage = 10            
6671    PrimaryDamageRadius = 50.0      
6672    AttackRange = 30.0
6673  
6674    ShockWaveAmount   = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
6675    ShockWaveRadius     = 50  ; should be no more than the primary/secondary damage radius, whichever is larger.
6676    ShockWaveTaperOff  = 0.3    ; 0.3 means at the shockwave edge, the shockwave amount is 30%.
6677  
6678  
6679    DamageType = MELEE         
6680    DeathType = NORMAL
6681    WeaponSpeed = 99999.0             
6682    ProjectileObject = NONE
6683    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6684    DelayBetweenShots = 99999                   ; time between shots, msec
6685    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
6686    ClipReloadTime = 2500               ; how long to reload a Clip, msec
6687    AutoReloadsClip = No 
6688  End
6689  
6690  
6691  ;------------------------------------------------------------------------------
6692  Weapon Demo_DemoTrapDetonationWeapon
6693    PrimaryDamage = 700.0            
6694    PrimaryDamageRadius = 25.0      
6695    SecondaryDamage = 500.0          
6696    SecondaryDamageRadius = 50.0    
6697  
6698    ShockWaveAmount   = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
6699    ShockWaveRadius     = 50  ; should be no more than the primary/secondary damage radius, whichever is larger.
6700    ShockWaveTaperOff  = 0.7    ; 0.3 means at the shockwave edge, the shockwave amount is 30%.
6701  
6702    DamageType = EXPLOSION
6703    DeathType = EXPLODED
6704    WeaponSpeed = 99999.0             
6705    FireFX = WeaponFX_DemoTrapDetonation
6706    PlayFXWhenStealthed = Yes
6707    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
6708    DelayBetweenShots = 0              
6709    ClipSize = 1                        
6710    ClipReloadTime = 0                  
6711    AutoReloadsClip = No 
6712  End
6713  
6714  ;------------------------------------------------------------------------------
6715  Weapon Demo_SuicideDynamitePack  
6716    PrimaryDamage = 500.0           ;was 150.0
6717    PrimaryDamageRadius = 18.0      ;was 6.0
6718    SecondaryDamage = 300.0         ;was 30.0
6719    SecondaryDamageRadius = 50.0    ;was 25.0
6720    AttackRange = 5.0       ; must be very close to use this weapon!
6721    DamageType = EXPLOSION
6722    DeathType = SUICIDED
6723    WeaponSpeed = 99999.0             
6724    ProjectileObject = NONE
6725    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
6726    RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES 
6727    DelayBetweenShots = 0              
6728    ClipSize = 1                        
6729    ClipReloadTime = 0                  
6730    AutoReloadsClip = No 
6731    FireFX = WeaponFX_DemoSuicideDynamitePackDetonation
6732    FireSound = CarBomberDie
6733  End
6734  
6735  
6736  ;------------------------------------------------------------------------------
6737  Weapon Demo_SuicideDynamitePackPlusFire
6738    PrimaryDamage = 500.0           ;was 150.0
6739    PrimaryDamageRadius = 18.0      ;was 6.0
6740    SecondaryDamage = 300.0         ;was 30.0
6741    SecondaryDamageRadius = 50.0    ;was 25.0
6742    AttackRange = 5.0       ; must be very close to use this weapon!
6743    DamageType = EXPLOSION
6744    DeathType = SUICIDED
6745    WeaponSpeed = 99999.0             
6746    ProjectileObject = NONE
6747    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
6748    RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES 
6749    DelayBetweenShots = 0              
6750    ClipSize = 1                        
6751    ClipReloadTime = 0                  
6752    AutoReloadsClip = No 
6753    FireFX = WeaponFX_DemoSuicideDynamitePackDetonationPlusFire
6754    FireSound = CarBomberDie
6755  End
6756  
6757  ;------------------------------------------------------------------------------
6758  Weapon Demo_TerroristOnCombatBikeSuicideDynamitePack
6759    PrimaryDamage = 800.0           ;was 150.0
6760    PrimaryDamageRadius = 18.0      ;was 6.0
6761    SecondaryDamage = 500.0         ;was 30.0
6762    SecondaryDamageRadius = 50.0    ;was 25.0
6763    AttackRange = 5.0       ; must be very close to use this weapon!
6764    DamageType = EXPLOSION
6765    DeathType = SUICIDED
6766    WeaponSpeed = 99999.0             
6767    ProjectileObject = NONE
6768    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
6769    RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES 
6770    DelayBetweenShots = 0              
6771    ClipSize = 1                        
6772    ClipReloadTime = 0                  
6773    AutoReloadsClip = No 
6774    FireFX = WeaponFX_SuicideDynamitePackDetonation
6775    FireSound = CarBomberDie
6776  End
6777  
6778  
6779  ;------------------------------------------------------------------------------
6780  Weapon Demo_TerroristOnCombatBikeSuicideDynamitePackPlusFire
6781    PrimaryDamage = 800.0           ;was 150.0
6782    PrimaryDamageRadius = 18.0      ;was 6.0
6783    SecondaryDamage = 500.0         ;was 30.0
6784    SecondaryDamageRadius = 50.0    ;was 25.0
6785    AttackRange = 5.0       ; must be very close to use this weapon!
6786    DamageType = EXPLOSION
6787    DeathType = SUICIDED
6788    WeaponSpeed = 99999.0             
6789    ProjectileObject = NONE
6790    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
6791    RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES 
6792    DelayBetweenShots = 0              
6793    ClipSize = 1                        
6794    ClipReloadTime = 0                  
6795    AutoReloadsClip = No 
6796    FireFX = WeaponFX_SuicideDynamitePackDetonationPlusFire
6797    FireSound = CarBomberDie
6798  End
6799  
6800  
6801  ;------------------------------------------------------------------------------
6802  Weapon AirF_PointDefenseLaser
6803    PrimaryDamage       = 100.0
6804    PrimaryDamageRadius = 0.0
6805    AttackRange         = 65.0 
6806    DamageType          = LASER
6807    DeathType           = LASERED
6808    WeaponSpeed         = 999999.0     ; dist/sec 
6809    DelayBetweenShots   = 250         ; time between shots, msec
6810    ;DelayBetweenShots   = 1000         ; time between shots, msec
6811    ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
6812    ClipReloadTime      = 0            ; how long to reload a Clip, msec
6813    AcceptableAimDelta  = 180          ; Don't need to turn at all.
6814    AntiSmallMissile    = Yes
6815    AntiProjectile      = No
6816    LaserName           = AirF_PointDefenseLaserBeam
6817    LaserBoneName       = WeaponA01
6818    FireFX              = WeaponFX_PaladinPointDefenseLaser
6819  End
6820  
6821  
6822  
6823  
6824  ;------------------------------------------------------------------------------
6825  Weapon CruiseMissileWeapon
6826    PrimaryDamage = 0               ; not used for this weapon (it's "special")            
6827    PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
6828    AttackRange = 99999             ; not used for this weapon (it's "special")
6829    DamageType = RADIATION          ; not used for this weapon (it's "special")
6830    DeathType = NORMAL
6831    WeaponSpeed = 99999             ; not used for this weapon (it's "special")
6832    ProjectileObject = CruiseMissile
6833    ProjectileExhaust = NeutronMissileExhaust
6834    FireFX = WeaponFX_NeutronMissile
6835    ProjectileDetonationFX = None   ; not used for this weapon (it's "special")
6836    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6837    DelayBetweenShots = 0           ; not used for this weapon (it's "special")
6838    ClipSize = 1                    ; not used for this weapon (it's "special")
6839    ClipReloadTime = 0              ; not used for this weapon (it's "special")
6840    AutoReloadsClip = No            ; not used for this weapon (it's "special")
6841  End
6842  ;------------------------------------------------------------------------------
6843  ; CHEMICAL GENERAL
6844  ;------------------------------------------------------------------------------
6845  Weapon Chem_StingerMissileWeaponBeta
6846    PrimaryDamage = 20.0            
6847    PrimaryDamageRadius = 5.0      
6848    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6849    AttackRange = 225.0
6850    DamageType = EXPLOSION          ; ignored for projectile weapons
6851    DeathType = EXPLODED
6852    WeaponSpeed = 750               ; ignored for projectile weapons
6853    ProjectileObject = Chem_StingerMissile
6854    ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
6855    VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
6856    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6857    DelayBetweenShots = 0  ; time between shots, msec
6858    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
6859    ClipReloadTime = 2000    ; how long to reload a Clip, msec
6860    AutoReloadsClip = Yes 
6861    FireFX = FX_StingerMissileIgnition
6862    FireSound = StingerMissileWeapon
6863    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
6864  ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall
6865    AntiAirborneVehicle = No
6866    AntiAirborneInfantry = No
6867    AntiGround = Yes
6868    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
6869    ProjectileCollidesWith = STRUCTURES
6870  End
6871  
6872  Weapon Chem_StingerMissileWeaponAirBeta
6873    PrimaryDamage = 30.0            
6874    PrimaryDamageRadius = 10.0      
6875    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6876    AttackRange = 400.0
6877    DamageType = EXPLOSION          ; ignored for projectile weapons
6878    DeathType = EXPLODED
6879    WeaponSpeed = 600               ; ignored for projectile weapons
6880    ProjectileObject = Chem_StingerMissile
6881    ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
6882    VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
6883    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6884    DelayBetweenShots = 0  ; time between shots, msec
6885    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
6886    ClipReloadTime = 2000    ; how long to reload a Clip, msec
6887    AutoReloadsClip = Yes 
6888    FireFX = FX_StingerMissileIgnition
6889    FireSound = StingerMissileWeapon
6890    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
6891    AntiAirborneVehicle = Yes
6892    AntiAirborneInfantry = No
6893    AntiGround = No
6894    AntiBallisticMissile = Yes
6895  End
6896  
6897  Weapon Chem_StingerMissileWeaponGamma
6898    PrimaryDamage = 40.0            
6899    PrimaryDamageRadius = 5.0      
6900    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6901    AttackRange = 225.0
6902    DamageType = EXPLOSION          ; ignored for projectile weapons
6903    DeathType = EXPLODED
6904    WeaponSpeed = 750               ; ignored for projectile weapons
6905    ProjectileObject = Chem_StingerMissile
6906    ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
6907    VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
6908    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6909    DelayBetweenShots = 0  ; time between shots, msec
6910    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
6911    ClipReloadTime = 2000    ; how long to reload a Clip, msec
6912    AutoReloadsClip = Yes 
6913    FireFX = FX_StingerMissileIgnition
6914    FireSound = StingerMissileWeapon
6915    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
6916  ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall
6917    AntiAirborneVehicle = No
6918    AntiAirborneInfantry = No
6919    AntiGround = Yes
6920    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
6921    ProjectileCollidesWith = STRUCTURES
6922  End
6923  
6924  Weapon Chem_StingerMissileWeaponAirGamma
6925    PrimaryDamage = 50.0            
6926    PrimaryDamageRadius = 10.0      
6927    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6928    AttackRange = 400.0
6929    DamageType = EXPLOSION          ; ignored for projectile weapons
6930    DeathType = EXPLODED
6931    WeaponSpeed = 600               ; ignored for projectile weapons
6932    ProjectileObject = Chem_StingerMissile
6933    ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
6934    VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
6935    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
6936    DelayBetweenShots = 0  ; time between shots, msec
6937    ClipSize = 1             ; how many shots in a Clip (0 == infinite)
6938    ClipReloadTime = 2000    ; how long to reload a Clip, msec
6939    AutoReloadsClip = Yes 
6940    FireFX = FX_StingerMissileIgnition
6941    FireSound = StingerMissileWeapon
6942    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
6943    AntiAirborneVehicle = Yes
6944    AntiAirborneInfantry = No
6945    AntiGround = No
6946    AntiBallisticMissile = Yes
6947  End
6948  
6949  
6950  ;------------------------------------------------------------------------------
6951  Weapon Chem_TunnelDefenderRocketWeaponBeta
6952    PrimaryDamage               = 40.0            
6953    PrimaryDamageRadius         = 5.0      
6954    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6955    AttackRange                 = 175.0
6956    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
6957    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
6958    DeathType                   = EXPLODED
6959    WeaponSpeed                 = 600               ; ignored for projectile weapons
6960    ProjectileObject            = Chem_StingerMissile
6961    ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
6962    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
6963    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
6964    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
6965    DelayBetweenShots           = 1000  ; time between shots, msec
6966    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
6967    ClipReloadTime              = 0    ; how long to reload a Clip, msec
6968    AutoReloadsClip             = Yes 
6969    FireSound                   = RPGTrooperWeapon
6970    FireFX                      = None
6971    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
6972  ; ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
6973    ProjectileCollidesWith      = STRUCTURES
6974    AntiAirborneVehicle = No
6975    AntiAirborneInfantry = No
6976    AntiGround = Yes
6977    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
6978  End
6979  
6980  Weapon Chem_TunnelDefenderRocketWeaponGamma
6981    PrimaryDamage               = 60.0            
6982    PrimaryDamageRadius         = 5.0      
6983    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
6984    AttackRange                 = 175.0
6985    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
6986    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
6987    DeathType                   = EXPLODED
6988    WeaponSpeed                 = 600               ; ignored for projectile weapons
6989    ProjectileObject            = Chem_StingerMissile
6990    ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
6991    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
6992    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
6993    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
6994    DelayBetweenShots           = 1000  ; time between shots, msec
6995    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
6996    ClipReloadTime              = 0    ; how long to reload a Clip, msec
6997    AutoReloadsClip             = Yes 
6998    FireSound                   = RPGTrooperWeapon
6999    FireFX                      = None
7000    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
7001  ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall
7002    ProjectileCollidesWith      = STRUCTURES
7003    AntiAirborneVehicle = No
7004    AntiAirborneInfantry = No
7005    AntiGround = Yes
7006    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
7007  End
7008  
7009  Weapon Chem_TunnelDefenderRocketWeaponBetaAir
7010    PrimaryDamage               = 40.0            
7011    PrimaryDamageRadius         = 5.0      
7012    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7013    AttackRange                 = 175.0
7014    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
7015    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
7016    DeathType                   = EXPLODED
7017    WeaponSpeed                 = 600               ; ignored for projectile weapons
7018    ProjectileObject            = Chem_StingerMissile
7019    ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
7020    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7021    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7022    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
7023    DelayBetweenShots           = 1000  ; time between shots, msec
7024    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
7025    ClipReloadTime              = 0    ; how long to reload a Clip, msec
7026    AutoReloadsClip             = Yes 
7027    FireSound                   = RPGTrooperWeapon
7028    FireFX                      = None
7029    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
7030    ProjectileCollidesWith      = STRUCTURES
7031    AntiAirborneVehicle = Yes
7032    AntiAirborneInfantry = No
7033    AntiGround = No
7034    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
7035  End
7036  
7037  Weapon Chem_TunnelDefenderRocketWeaponGammaAir
7038    PrimaryDamage               = 60.0            
7039    PrimaryDamageRadius         = 5.0      
7040    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7041    AttackRange                 = 175.0
7042    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
7043    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
7044    DeathType                   = EXPLODED
7045    WeaponSpeed                 = 600               ; ignored for projectile weapons
7046    ProjectileObject            = Chem_StingerMissile
7047    ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
7048    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7049    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7050    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
7051    DelayBetweenShots           = 1000  ; time between shots, msec
7052    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
7053    ClipReloadTime              = 0    ; how long to reload a Clip, msec
7054    AutoReloadsClip             = Yes 
7055    FireSound                   = RPGTrooperWeapon
7056    FireFX                      = None
7057    ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
7058    ProjectileCollidesWith      = STRUCTURES
7059    AntiAirborneVehicle = Yes
7060    AntiAirborneInfantry = No
7061    AntiGround = No
7062    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
7063  End
7064  
7065  ;------------------------------------------------------------------------------
7066  Weapon Chem_ScorpionMissileWeapon
7067    PrimaryDamage = 100.0            
7068    PrimaryDamageRadius = 5.0      
7069    SecondaryDamage = 80.0          
7070    SecondaryDamageRadius = 25.0    
7071    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7072    AttackRange = 150.0
7073    MinimumAttackRange = 40.0
7074    DamageType = EXPLOSION          ; ignored for projectile weapons
7075    DeathType = EXPLODED
7076    WeaponSpeed = 600               ; ignored for projectile weapons
7077    ProjectileObject = ScorpionMissile
7078    ProjectileExhaust           = MissileExhaust
7079    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7080    FireFX                      = FX_BuggyMissileIgnition
7081    FireSound                   = ScorpionMissileWeapon
7082    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7083    DelayBetweenShots = 200  ; time between shots, msec
7084    ClipSize = 1            ; how many shots in a Clip (0 == infinite)
7085    ClipReloadTime = 15000  ; how long to reload a Clip, msec
7086    AutoReloadsClip = Yes 
7087    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
7088    ;ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
7089  
7090    ; note, these only apply to units that aren't the explicit target 
7091    ; (ie, units that just happen to "get in the way"... projectiles
7092    ; always collide with the Designated Target, regardless of these flags
7093    ProjectileCollidesWith = STRUCTURES
7094    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
7095  End
7096  
7097  ;------------------------------------------------------------------------------
7098  Weapon Chem_ScorpionMissileWeaponGamma
7099    PrimaryDamage = 100.0            
7100    PrimaryDamageRadius = 5.0      
7101    SecondaryDamage = 80.0          
7102    SecondaryDamageRadius = 25.0    
7103    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7104    AttackRange = 150.0
7105    MinimumAttackRange = 40.0
7106    DamageType = EXPLOSION          ; ignored for projectile weapons
7107    DeathType = EXPLODED
7108    WeaponSpeed = 600               ; ignored for projectile weapons
7109    ProjectileObject = ScorpionMissile
7110    ProjectileExhaust           = MissileExhaust
7111    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7112    FireFX                      = FX_BuggyMissileIgnition
7113    FireSound                   = ScorpionMissileWeapon
7114    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7115    DelayBetweenShots = 200  ; time between shots, msec
7116    ClipSize = 1            ; how many shots in a Clip (0 == infinite)
7117    ClipReloadTime = 15000  ; how long to reload a Clip, msec
7118    AutoReloadsClip = Yes 
7119    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
7120    ProjectileDetonationOCL     = OCL_PoisonFieldGammaSmall
7121  
7122    ; note, these only apply to units that aren't the explicit target 
7123    ; (ie, units that just happen to "get in the way"... projectiles
7124    ; always collide with the Designated Target, regardless of these flags
7125    ProjectileCollidesWith = STRUCTURES
7126    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
7127  End
7128  
7129  
7130  ;------------------------------------------------------------------------------
7131  Weapon Chem_ScorpionTankGunPlusOne
7132    PrimaryDamage = 25.0
7133    PrimaryDamageRadius = 5.0
7134    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7135    AttackRange = 150.0
7136    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
7137    MaxTargetPitch = 15                          ; ditto
7138    DamageType = ARMOR_PIERCING
7139    DeathType = NORMAL
7140    WeaponSpeed = 400                           ; dist/sec 
7141    WeaponRecoil = 5                            ; angle to deflect the model when firing
7142    ProjectileObject = ScorpionTankShell
7143    FireFX = WeaponFX_GenericTankGunNoTracerSmall
7144    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
7145    ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, 
7146    ;because the art for the Toxin shell version incorporates the normal explosion.
7147  ;  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
7148    FireSound = ScorpionTankWeapon
7149    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7150    DelayBetweenShots = 1000        ; time between shots, msec
7151    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
7152    ClipReloadTime = 0              ; how long to reload a Clip, msec
7153  
7154  
7155    ; note, these only apply to units that aren't the explicit target 
7156    ; (ie, units that just happen to "get in the way"... projectiles
7157    ; always collide with the Designated Target, regardless of these flags
7158    ProjectileCollidesWith = STRUCTURES WALLS 
7159    ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
7160  End
7161  
7162  ;------------------------------------------------------------------------------
7163  Weapon Chem_ScorpionMissileWeaponPlusTwo
7164    PrimaryDamage = 100.0            
7165    PrimaryDamageRadius = 5.0      
7166    SecondaryDamage = 80.0          
7167    SecondaryDamageRadius = 25.0    
7168    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7169    AttackRange = 150.0
7170    MinimumAttackRange = 40.0
7171    DamageType = EXPLOSION          ; ignored for projectile weapons
7172    DeathType = EXPLODED
7173    WeaponSpeed = 600               ; ignored for projectile weapons
7174    ProjectileObject = ScorpionMissile
7175    ProjectileExhaust           = MissileExhaust
7176    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7177    FireFX                      = FX_BuggyMissileIgnition
7178    FireSound                   = ScorpionMissileWeapon
7179    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7180    DelayBetweenShots = 200  ; time between shots, msec
7181    ClipSize = 2            ; how many shots in a Clip (0 == infinite)
7182    ClipReloadTime = 15000  ; how long to reload a Clip, msec
7183    AutoReloadsClip = Yes 
7184    ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
7185  
7186    ; note, these only apply to units that aren't the explicit target 
7187    ; (ie, units that just happen to "get in the way"... projectiles
7188    ; always collide with the Designated Target, regardless of these flags
7189    ProjectileCollidesWith = STRUCTURES
7190    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
7191    ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
7192  End
7193  ;------------------------------------------------------------------------------
7194  Weapon Chem_TunnelDefenderBikerRocketWeapon
7195    PrimaryDamage               = 40.0            
7196    PrimaryDamageRadius         = 5.0      
7197    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7198    AttackRange                 = 175.0
7199    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
7200    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
7201    DeathType                   = EXPLODED
7202    WeaponSpeed                 = 600               ; ignored for projectile weapons
7203    ProjectileObject            = TunnelDefenderMissile
7204    ProjectileExhaust           = MissileExhaust
7205    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7206    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7207    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
7208    DelayBetweenShots           = 1000  ; time between shots, msec
7209    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
7210    ClipReloadTime              = 0    ; how long to reload a Clip, msec
7211    AutoReloadsClip             = Yes 
7212    FireSound                   = RPGTrooperWeapon
7213    FireFX                      = None
7214    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
7215    ProjectileCollidesWith      = STRUCTURES
7216    AntiAirborneVehicle         = Yes
7217    AntiAirborneInfantry        = Yes
7218    AntiAirborneVehicle = Yes
7219    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
7220  ; ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
7221    AcceptableAimDelta    = 20.0
7222  End
7223  
7224  ;------------------------------------------------------------------------------
7225  Weapon Chem_TunnelDefenderBikerRocketWeaponGamma
7226    PrimaryDamage               = 40.0            
7227    PrimaryDamageRadius         = 5.0      
7228    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7229    AttackRange                 = 175.0
7230    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
7231    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
7232    DeathType                   = EXPLODED
7233    WeaponSpeed                 = 600               ; ignored for projectile weapons
7234    ProjectileObject            = TunnelDefenderMissile
7235    ProjectileExhaust           = MissileExhaust
7236    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7237    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7238    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
7239    DelayBetweenShots           = 1000  ; time between shots, msec
7240    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
7241    ClipReloadTime              = 0    ; how long to reload a Clip, msec
7242    AutoReloadsClip             = Yes 
7243    FireSound                   = RPGTrooperWeapon
7244    FireFX                      = None
7245    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
7246    ProjectileCollidesWith      = STRUCTURES
7247    AntiAirborneVehicle         = Yes
7248    AntiAirborneInfantry        = Yes
7249    AntiAirborneVehicle = Yes
7250    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
7251  ; ProjectileDetonationOCL     = OCL_PoisonFieldGammaSmall
7252    AcceptableAimDelta    = 20.0
7253  End
7254  
7255  
7256  
7257  
7258  ;------------------------------------------------------------------------------
7259  Weapon Chem_TechnicalRPGWeapon
7260    PrimaryDamage               = 50.0            
7261    PrimaryDamageRadius         = 5.0      
7262    ScatterRadiusVsInfantry     = 0.0              ; When this weapon is used against infantry, it can randomly miss by as much as this distance.
7263    AttackRange                 = 150.0
7264    MinimumAttackRange          = 5.0               ; Rockets take some distance to target, and you don't want them to blow up in your face.
7265    DamageType                  = EXPLOSION         ; ignored for projectile weapons
7266    DeathType                   = EXPLODED
7267    ProjectileObject            = TechnicalRPGMissile
7268    ProjectileExhaust           = InfantryStingerMissileExhaust
7269    VeterancyProjectileExhaust  = HEROIC HeroicInfantryStingerMissileExhaust
7270    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7271    ScatterRadius               = 0                 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
7272    DelayBetweenShots           = 1000              ; time between shots, msec
7273    ClipSize                    = 0                 ; how many shots in a Clip (0 == infinite)
7274    ClipReloadTime              = 0                 ; how long to reload a Clip, msec
7275    AutoReloadsClip             = Yes 
7276    FireSound                   = TunnelRocketWeapon
7277    FireFX                      = None
7278    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
7279    ProjectileCollidesWith      = STRUCTURES
7280    AntiAirborneVehicle         = No
7281    AntiAirborneInfantry        = No
7282    ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
7283  End
7284  
7285  
7286  ;------------------------------------------------------------------------------
7287  Weapon SupW_AuroraFuelBombWeapon
7288    PrimaryDamage           = 400.0            
7289    PrimaryDamageRadius     = 20.0      
7290    AttackRange             = 300.0       ; this needs to be pretty high, since the Aurora moves so fast
7291    AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
7292    DamageType              = AURORA_BOMB
7293    DeathType               = EXPLODED
7294    WeaponSpeed             = 99999
7295    ProjectileObject        = SupW_AuroraFuelAirBomb
7296  
7297   ; FireFX                  = FX_AuroraBombLaunch
7298  ;  ProjectileDetonationFX  = FX_AuroraBombDetonate
7299    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
7300    ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
7301    ClipReloadTime          = 5000              ; how long to reload a Clip, msec
7302    AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
7303    ShowsAmmoPips           = Yes
7304  
7305    ; note, these only apply to units that aren't the explicit target 
7306    ; (ie, units that just happen to "get in the way"... projectiles
7307    ; always collide with the Designated Target, regardless of these flags
7308    ProjectileCollidesWith  = STRUCTURES
7309  End
7310  
7311  
7312  
7313  ;------------------------------------------------------------------------------
7314  Weapon SupW_FuelBombDetonationWeapon
7315    PrimaryDamage = 1000.0            
7316    PrimaryDamageRadius = 100.0      
7317    AttackRange = 100.0
7318    DamageType = EXPLOSION         
7319    DeathType = EXPLODED
7320    WeaponSpeed = 99999.0             
7321    ProjectileObject = NONE
7322    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7323    DelayBetweenShots = 0                   ; time between shots, msec
7324    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
7325    ClipReloadTime = 0               ; how long to reload a Clip, msec
7326    ShockWaveAmount   = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
7327    ShockWaveRadius     = 40.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
7328    ShockWaveTaperOff  = 0.33    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
7329    AutoReloadsClip = No 
7330  End
7331  
7332  
7333  
7334  ;------------------------------------------------------------------------------
7335  Weapon SupW_PatriotMissileWeapon
7336    PrimaryDamage               = 15.0            
7337    PrimaryDamageRadius         = 5.0      
7338    ScatterRadiusVsInfantry     = 5.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7339    AttackRange                 = 275.0
7340    DamageType                  = EXPLOSION
7341    DeathType                   = EXPLODED
7342    WeaponSpeed                 = 1             ; locomotor specifies speed.
7343    ProjectileObject            = PatriotMissileEMP
7344    ProjectileExhaust           = MissileExhaust
7345    FireSound                   = PatriotBatteryWeapon
7346    FireFX                      = FX_BuggyMissileIgnition
7347    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7348    DelayBetweenShots           = 100                   ; time between shots, msec
7349    ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
7350    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
7351    AutoReloadsClip             = Yes 
7352    AntiAirborneVehicle         = No
7353    AntiAirborneInfantry        = No
7354    AntiGround                  = Yes
7355    AntiBallisticMissile        = No
7356    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
7357    RequestAssistRange          = 200    ; when I fire, my object will look around for things of
7358    ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
7359    ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid
7360    ProjectileCollidesWith      = STRUCTURES
7361    MissileCallsOnDie           = Yes
7362  End
7363  
7364  ;------------------------------------------------------------------------------
7365  Weapon SupW_PatriotMissileWeaponAir
7366    PrimaryDamage               = 30.0            
7367    PrimaryDamageRadius         = 5.0      
7368    ScatterRadiusVsInfantry     = 5.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7369    AttackRange                 = 400.0
7370    DamageType                  = EXPLOSION
7371    DeathType                   = EXPLODED
7372    WeaponSpeed                 = 400
7373    ProjectileObject            = PatriotMissileEMP
7374    ProjectileExhaust           = MissileExhaust
7375    FireFX                      = FX_BuggyMissileIgnition
7376    FireSound                   = PatriotBatteryWeapon
7377    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7378    DelayBetweenShots           = 100                   ; time between shots, msec
7379    ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
7380    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
7381    AutoReloadsClip             = Yes 
7382    AntiAirborneVehicle         = Yes
7383    AntiAirborneInfantry        = Yes
7384    AntiGround                  = No
7385    AntiBallisticMissile        = Yes
7386    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
7387    RequestAssistRange          = 200    ; when I fire, my object will look around for things of
7388    ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
7389    ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid
7390    ProjectileCollidesWith      = STRUCTURES
7391    MissileCallsOnDie           = Yes
7392  End
7393  
7394  
7395  
7396  ;------------------------------------------------------------------------------
7397  ; For use with the Assisted Targeting Update.  No Assist Listing and longer range
7398  
7399  
7400  Weapon SupW_EMPBlast
7401    PrimaryDamage               = 0.0            
7402    PrimaryDamageRadius         = 0.0      
7403    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7404    AttackRange                 = 450.0 ; at least Regular's range + regular's request assist range
7405    DamageType                  = EXPLOSION          ; ignored for projectile weapons
7406    DeathType                   = EXPLODED
7407    WeaponSpeed                 = 1               ; ignored for projectile weapons
7408    ProjectileObject            = PatriotMissileEMPHelper
7409    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7410    ClipSize                    = 1
7411  End
7412  
7413  ;------------------------------------------------------------------------------
7414  Weapon Nuke_NukeMissileWeapon 
7415    PrimaryDamage               = 150.0           
7416    PrimaryDamageRadius         = 50.0 
7417    SecondaryDamage             = 50.0          
7418    SecondaryDamageRadius       = 60.0         
7419    DamageType                  = EXPLOSION
7420    DeathType                   = EXPLODED
7421    AttackRange                 = 320.0
7422    MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
7423    ProjectileObject            = NapalmMissile
7424    ProjectileExhaust           = MissileExhaust
7425    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7426    FireFX                      = WeaponFX_NapalmMissile
7427    FireSound                   = MigJetNapalmWeapon
7428    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR   
7429    AcceptableAimDelta          = 30 
7430    DelayBetweenShots           = 300             ; time between shots, msec
7431    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
7432    ClipReloadTime              = 2000               ; how long to reload a Clip, msec
7433    AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
7434    AntiGround                  = Yes
7435    ProjectileDetonationFX      = Nuke_WeaponFX_NukeCannon
7436    ProjectileDetonationOCL     = OCL_RadiationFieldMedium
7437    DamageDealtAtSelfPosition   = Yes
7438    ProjectileCollidesWith      = STRUCTURES
7439    AntiAirborneVehicle         = Yes
7440    AntiAirborneInfantry        = Yes
7441    ShowsAmmoPips               = Yes
7442    ShockWaveAmount             = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
7443    ShockWaveRadius             = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
7444    ShockWaveTaperOff           = 0.40    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
7445  
7446  End
7447  
7448  
7449  ;------------------------------------------------------------------------------
7450  Weapon AirF_AuroraBombWeapon
7451    ;PrimaryDamage           = 200.0            
7452    ;PrimaryDamageRadius     = 40.0      
7453    PrimaryDamage           = 2.0            
7454    PrimaryDamageRadius     = 4.0      
7455    AttackRange             = 300.0       ; this needs to be pretty high, since the Aurora moves so fast
7456    AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
7457    DamageType              = AURORA_BOMB
7458    DeathType               = EXPLODED
7459    WeaponSpeed             = 99999
7460    ProjectileObject        = AirF_AuroraBomb
7461  ;  FireFX                  = FX_AuroraBombLaunch
7462  ;  ProjectileDetonationFX  = FX_AuroraBombDetonate
7463    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
7464    ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
7465    ClipReloadTime          = 5000              ; how long to reload a Clip, msec
7466    AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
7467    ShowsAmmoPips           = Yes
7468  
7469    ; note, these only apply to units that aren't the explicit target 
7470    ; (ie, units that just happen to "get in the way"... projectiles
7471    ; always collide with the Designated Target, regardless of these flags
7472    ProjectileCollidesWith  = STRUCTURES
7473  End
7474  
7475  
7476  
7477  ;------------------------------------------------------------------------------
7478  Weapon AirF_RaptorPointDefenseLaser
7479    PrimaryDamage       = 100.0
7480    PrimaryDamageRadius = 0.0
7481    AttackRange         = 65.0 
7482    DamageType          = LASER
7483    DeathType           = LASERED
7484    WeaponSpeed         = 999999.0     ; dist/sec 
7485    DelayBetweenShots   = 250         ; time between shots, msec
7486    ;DelayBetweenShots   = 1000         ; time between shots, msec
7487    ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
7488    ClipReloadTime      = 0            ; how long to reload a Clip, msec
7489    AcceptableAimDelta  = 180          ; Don't need to turn at all.
7490    AntiSmallMissile    = Yes
7491    AntiProjectile      = No
7492    LaserName           = AvengerPointDefenseLaserBeam
7493    LaserBoneName       = WeaponA01
7494    FireFX              = WeaponFX_PaladinPointDefenseLaser
7495  End
7496  
7497  
7498  
7499  
7500  
7501  Weapon AirF_RaptorJetMissileWeapon
7502    PrimaryDamage               = 125.0            
7503    PrimaryDamageRadius         = 5.0
7504    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7505    AttackRange                 = 350.0
7506    MinimumAttackRange          = 100.0
7507    AcceptableAimDelta          = 30
7508    DamageType                  = JET_MISSILES
7509    DeathType                   = EXPLODED
7510    WeaponSpeed                 = 1000
7511    ProjectileObject            = RaptorJetMissile
7512    ProjectileExhaust           = AirF_RaptorMissileExhaust
7513    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7514    FireFX                      = None
7515    FireSound                   = RaptorJetMissileWeapon
7516    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
7517    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
7518    DelayBetweenShots           = 75 ;150
7519    ClipSize                    = 6 
7520    ClipReloadTime              = 2000
7521    AutoReloadsClip             = RETURN_TO_BASE 
7522    ProjectileCollidesWith      = STRUCTURES
7523    AntiAirborneVehicle         = Yes
7524    AntiAirborneInfantry        = No
7525    ShowsAmmoPips               = Yes
7526  End
7527  
7528  
7529  ;------------------------------------------------------------------------------
7530  Weapon AirF_RaptorJetLaserGuidedMissileWeapon
7531    PrimaryDamage               = 140.0            
7532    PrimaryDamageRadius         = 5.0
7533    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7534    AttackRange                 = 350.0
7535    MinimumAttackRange          = 100.0
7536    AcceptableAimDelta          = 30
7537    DamageType                  = JET_MISSILES
7538    DeathType                   = EXPLODED
7539    WeaponSpeed                 = 1000
7540    ProjectileObject            = RaptorJetMissile
7541    ProjectileExhaust           = AirF_RaptorMissileExhaust
7542    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
7543    FireFX                      = None
7544    FireSound                   = RaptorJetMissileWeapon
7545    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
7546    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
7547    DelayBetweenShots           = 75 ;150
7548    ClipSize                    = 6 
7549    ClipReloadTime              = 2000
7550    AutoReloadsClip             = RETURN_TO_BASE 
7551    ProjectileCollidesWith      = STRUCTURES
7552    AntiAirborneVehicle         = Yes
7553    AntiAirborneInfantry        = No
7554    ShowsAmmoPips               = Yes
7555  End
7556  
7557  
7558  
7559  
7560  
7561  ;------------------------------------------------------------------------------
7562  Weapon AirF_AuroraBombDetonationWeapon
7563    PrimaryDamage = 1000.0            
7564    PrimaryDamageRadius = 100.0      
7565    AttackRange = 100.0
7566    DamageType = EXPLOSION         
7567    DeathType = EXPLODED
7568    WeaponSpeed = 99999.0             
7569    ProjectileObject = NONE
7570    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7571    DelayBetweenShots = 0                   ; time between shots, msec
7572    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
7573    ClipReloadTime = 0               ; how long to reload a Clip, msec
7574    AutoReloadsClip = No 
7575    ShockWaveAmount   = 150.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
7576    ShockWaveRadius     = 100.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
7577    ShockWaveTaperOff  = 0.33    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
7578  End
7579  
7580  
7581  
7582  
7583  ;------------------------------------------------------------------------------
7584  Weapon Demo_ScudStormDamageWeapon
7585    PrimaryDamage = 600.0
7586    PrimaryDamageRadius = 75.0
7587    SecondaryDamage = 150.0
7588    SecondaryDamageRadius = 200.0 
7589    AttackRange = 200.0
7590    DamageType = EXPLOSION
7591    DeathType = EXPLODED
7592    WeaponSpeed = 700         ; dist/sec 
7593    FireFX = Demo_ScudStormMissileDetonation
7594    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7595    DelayBetweenShots = 0               ; time between shots, msec
7596    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
7597    ClipReloadTime = 0              ; how long to reload a Clip, msec
7598    ;NOTE: Removed the meta-physics for these missiles because it was causing some missles to stop and rotate in place.  
7599    ;I don't know how to fix this. - Comes 6/03
7600  ;  ShockWaveAmount   = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
7601  ;  ShockWaveRadius     = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
7602  ;  ShockWaveTaperOff  = 0.50    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
7603  End
7604  
7605  
7606  
7607  ;------------------------------------------------------------------------------
7608  Weapon Demo_ScudStormWeapon
7609    PrimaryDamage = 0               ; not used for this weapon (it's "special")            
7610    PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
7611    AttackRange = 999999            ; not used for this weapon (it's "special")
7612    DamageType = EXPLOSION          ; not used for this weapon (it's "special")
7613    DeathType = EXPLODED
7614    WeaponSpeed = 99999             ; not used for this weapon (it's "special")
7615    ProjectileObject = Demo_ScudStormMissile
7616    ProjectileExhaust = ScudMissileExhaust
7617    FireFX = WeaponFX_ScudStormMissile
7618    FireSound = ScudStormLaunch
7619    ProjectileDetonationFX = ScudStormMissileDetonation
7620    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7621    DelayBetweenShots = Min:100 Max:1000
7622    ClipSize = 9
7623    ClipReloadTime = 10000 ; give it time to sink into the ground          
7624    AutoReloadsClip = Yes
7625    ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below
7626  
7627    ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
7628    ; These specific points are an even distribution simulating a 150 ScatterRadius.
7629    ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
7630    ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
7631  
7632    ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
7633    ScatterTarget = X: 0.000 Y: 0.133
7634    ScatterTarget = X: 0.133 Y:-0.200
7635    ScatterTarget = X:-0.067 Y: 0.667
7636    ScatterTarget = X: 0.300 Y: 0.300
7637    ScatterTarget = X: 0.767 Y: 0.000       
7638    ScatterTarget = X: 0.500 Y:-0.567        
7639    ScatterTarget = X:-0.333 Y:-0.800        
7640    ScatterTarget = X:-0.600 Y:-0.1333        
7641    ScatterTarget = X:-0.567 Y: 0.433        
7642  
7643    PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
7644    PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
7645    AcceptableAimDelta = 180 ; Don't need to turn at all.
7646    ProjectileCollidesWith = STRUCTURES
7647  End
7648  
7649  
7650  
7651  
7652  ;------------------------------------------------------------------------------
7653  Weapon Nuke_SmallRadiationFieldWeapon
7654    PrimaryDamage = 15.0            
7655    PrimaryDamageRadius = 35.0      
7656    AttackRange = 15.0
7657    MinimumAttackRange = 0.0
7658    DamageType = RADIATION
7659    DeathType = NORMAL
7660    WeaponSpeed = 600                     ;  dist/sec 
7661  
7662    FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
7663    ; so the damage range can be tweaked and it will change the effect's radius too
7664  
7665    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
7666    DelayBetweenShots = 750                ; time between shots, msec
7667  End
7668  
7669  
7670  
7671  
7672  
7673  
7674  Weapon Nuke_ChinaCarpetBombWeapon
7675    PrimaryDamage = 300.0            
7676    PrimaryDamageRadius = 75.0      
7677    AttackRange = 100.0
7678    DamageType = EXPLOSION         
7679    DeathType = EXPLODED
7680    WeaponSpeed = 99999.0             
7681    ProjectileObject = NONE
7682    FireOCL          = OCL_RadiationFieldMedium
7683    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS  NOT_SIMILAR  
7684    DelayBetweenShots = 0                   ; time between shots, msec
7685    ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
7686    ClipReloadTime = 0               ; how long to reload a Clip, msec
7687    AutoReloadsClip = No 
7688    ShockWaveAmount   = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
7689    ShockWaveRadius     = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
7690    ShockWaveTaperOff  = 0.50    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
7691  End
7692  
7693  
7694  
7695  
7696  ;------------------------------------------------------------------------------
7697  Weapon Nuke_BattleMasterTankGun
7698    PrimaryDamage           = 60.0
7699    PrimaryDamageRadius     = 5.0
7700    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7701    AttackRange             = 150.0
7702    MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
7703    MaxTargetPitch          = 15                          ; ditto
7704    DamageType              = ARMOR_PIERCING
7705    DeathType               = NORMAL
7706    WeaponSpeed             = 400                           ; dist/sec 
7707    WeaponRecoil            = 5                            ; angle to deflect the model when firing
7708    ProjectileObject        = Nuke_BattleMasterTankShell
7709    FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
7710    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
7711    ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
7712    FireSound               = BattlemasterTankWeapon
7713    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
7714    DelayBetweenShots       = 2000               ; time between shots, msec
7715    ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
7716    ClipReloadTime          = 0              ; how long to reload a Clip, msec
7717    WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
7718    ProjectileCollidesWith  = STRUCTURES WALLS 
7719  End
7720  
7721  ;------------------------------------------------------------------------------
7722  Weapon Nuke_NukeShellWeapon
7723    PrimaryDamage = 0.0
7724    PrimaryDamageRadius = 1.0      
7725    AttackRange = 100.0
7726    DamageType = EXPLOSION 
7727    DeathType = EXPLODED
7728    WeaponSpeed = 99999.0
7729    ProjectileObject = NONE
7730    ;FireFX = WeaponFX_NapalmMissileDetonation
7731    FireOCL = Nuke_OCL_RadiationFieldSmall
7732    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7733    DelayBetweenShots = 0                   ; time between shots, msec
7734    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
7735    ClipReloadTime = 0                      ; how long to reload a Clip, msec
7736    AutoReloadsClip = No 
7737    AntiGround = Yes
7738    DamageDealtAtSelfPosition = Yes
7739  End
7740  
7741  
7742  
7743  
7744  
7745  ;------------------------------------------------------------------------------
7746  Weapon Nuke_NuclearTankDeathWeapon
7747    PrimaryDamage               = 110.0 ;was 25 
7748    PrimaryDamageRadius         = 80.0 ;was 25     
7749    SecondaryDamage             = 70.0 ;was 10         
7750    SecondaryDamageRadius       = 100.0 ;was 75   
7751    AttackRange                 = 100.0
7752    DamageType                  = EXPLOSION 
7753    DeathType                   = EXPLODED
7754    WeaponSpeed                 = 99999.0
7755    ProjectileObject            = NONE
7756    FireFX                      = Nuke_WeaponFX_NapalmMissileDetonation
7757    FireOCL                     = OCL_RadiationFieldSmall
7758    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
7759    DelayBetweenShots           = 0                   ; time between shots, msec
7760    ClipSize                    = 1                            ; how many shots in a Clip (0 == infinite)
7761    ClipReloadTime              = 0                      ; how long to reload a Clip, msec
7762    AutoReloadsClip             = No 
7763    AntiGround                  = Yes
7764    DamageDealtAtSelfPosition   = Yes
7765  End
7766  
7767  
7768  
7769  
7770  
7771  
7772  
7773  
7774  
7775  
7776  
7777  ;------------------------------------------------------------------------------
7778  Weapon Nuke_OverlordTankGun
7779    PrimaryDamage = 80 ;100.0
7780    PrimaryDamageRadius = 5.0
7781    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
7782    SecondaryDamage = 20.0
7783    SecondaryDamageRadius = 10.0
7784    AttackRange = 175.0
7785    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
7786    MaxTargetPitch = 15                          ; ditto
7787    DamageType = ARMOR_PIERCING
7788    DeathType = NORMAL
7789    WeaponSpeed = 300                           ; dist/sec 
7790    WeaponRecoil = 5                            ; angle to deflect the model when firing
7791    ProjectileObject = Nuke_OverlordTankShell
7792    FireFX            = WeaponFX_GenericTankGunNoTracer
7793    VeterancyFireFX   = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
7794    ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
7795    FireSound = OverlordTankWeapon
7796    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7797    DelayBetweenShots = 300              ; time between shots, msec
7798    ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
7799    ClipSize = 2                    ; how many shots in a Clip (0 == infinite)
7800    ClipReloadTime = 2000              ; how long to reload a Clip, msec
7801    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
7802    ProjectileCollidesWith = STRUCTURES WALLS 
7803  End
7804  
7805  
7806  
7807  
7808  
7809  ;;------------------------------------------------------------------------------
7810  Weapon SupW_PointDefenseDroneLaserWeapon
7811    PrimaryDamage       = 100.0
7812    PrimaryDamageRadius = 0.0
7813    AttackRange         = 65.0 
7814    DamageType          = LASER
7815    DeathType           = LASERED
7816    WeaponSpeed         = 999999.0     ; dist/sec 
7817    DelayBetweenShots   = 200         ; time between shots, msec
7818    ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
7819    ClipReloadTime      = 0            ; how long to reload a Clip, msec
7820    AcceptableAimDelta  = 180          ; Don't need to turn at all.
7821    AntiSmallMissile    = Yes
7822    AntiProjectile      = No
7823    LaserName           = SupW_PointDefenseDroneLaserBeam
7824    LaserBoneName       = MUZZLE01
7825    FireFX              = WeaponFX_PaladinPointDefenseLaser
7826  End
7827  
7828  ;------------------------------------------------------------------------------
7829  Weapon SupW_DefenseEmitterWeapon
7830    PrimaryDamage = 15.0            
7831    PrimaryDamageRadius = 50.0      
7832    AttackRange = 15.0
7833    MinimumAttackRange = 10.0
7834    DamageType = RADIATION
7835    DeathType = NORMAL
7836    WeaponSpeed = 1000                     ;  dist/sec 
7837  
7838    ;FireFX = SupW_FX_DefenseEmitter ; This FxList is marked UseCallersRadius,
7839    ; so the damage range can be tweaked and it will change the effect's radius too
7840    ;As it has been decided not to use this effect SteveM has commented it out.
7841  
7842    RadiusDamageAffects = ENEMIES NEUTRALS
7843    DelayBetweenShots = 750                ; time between shots, msec
7844  End
7845  
7846  
7847  ;------------------------------------------------------------------------------
7848  Weapon SupW_NeutronMissileWeapon
7849    PrimaryDamage = 0               ; not used for this weapon (it's "special")            
7850    PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
7851    AttackRange = 99999             ; not used for this weapon (it's "special")
7852    DamageType = RADIATION          ; not used for this weapon (it's "special")
7853    DeathType = NORMAL
7854    WeaponSpeed = 99999             ; not used for this weapon (it's "special")
7855    ProjectileObject = SupW_NeutronMissile
7856    ProjectileExhaust = NeutronMissileExhaust
7857    FireFX = WeaponFX_NeutronMissile
7858    ProjectileDetonationFX = None   ; not used for this weapon (it's "special")
7859    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7860    DelayBetweenShots = 0           ; not used for this weapon (it's "special")
7861    ClipSize = 1                    ; not used for this weapon (it's "special")
7862    ClipReloadTime = 0              ; not used for this weapon (it's "special")
7863    AutoReloadsClip = No            ; not used for this weapon (it's "special")
7864  End
7865  
7866  
7867  
7868  
7869  ;------------------------------------------------------------------------------
7870  Weapon Chem_ScudStormWeapon
7871    PrimaryDamage = 0               ; not used for this weapon (it's "special")            
7872    PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
7873    AttackRange = 999999            ; not used for this weapon (it's "special")
7874    DamageType = EXPLOSION          ; not used for this weapon (it's "special")
7875    DeathType = EXPLODED
7876    WeaponSpeed = 99999             ; not used for this weapon (it's "special")
7877    ProjectileObject = Chem_ScudStormMissile
7878    ProjectileExhaust = ScudMissileExhaust
7879    FireFX = WeaponFX_ScudStormMissile
7880    FireSound = ScudStormLaunch
7881    ProjectileDetonationFX = ScudStormMissileDetonation
7882    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7883    DelayBetweenShots = Min:100 Max:1000
7884    ClipSize = 9
7885    ClipReloadTime = 10000 ; give it time to sink into the ground          
7886    AutoReloadsClip = Yes
7887    ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below
7888  
7889    ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
7890    ; These specific points are an even distribution simulating a 150 ScatterRadius.
7891    ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
7892    ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
7893  
7894    ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
7895    ScatterTarget = X: 0.000 Y: 0.133
7896    ScatterTarget = X: 0.133 Y:-0.200
7897    ScatterTarget = X:-0.067 Y: 0.667
7898    ScatterTarget = X: 0.300 Y: 0.300
7899    ScatterTarget = X: 0.767 Y: 0.000       
7900    ScatterTarget = X: 0.500 Y:-0.567        
7901    ScatterTarget = X:-0.333 Y:-0.800        
7902    ScatterTarget = X:-0.600 Y:-0.1333        
7903    ScatterTarget = X:-0.567 Y: 0.433        
7904  
7905    PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
7906    PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
7907    AcceptableAimDelta = 180 ; Don't need to turn at all.
7908  
7909    ; note, these only apply to units that aren't the explicit target 
7910    ; (ie, units that just happen to "get in the way"... projectiles
7911    ; always collide with the Designated Target, regardless of these flags
7912    ProjectileCollidesWith = STRUCTURES
7913  End
7914  
7915  
7916  ;------------------------------------------------------------------------------
7917  Weapon Chem_SuicideWeaponGamma ; No extra damage, just lays down a damage field
7918    PrimaryDamage = 200.0            
7919    PrimaryDamageRadius = 10.0      
7920    AttackRange = 100.0
7921    DamageType = EXPLOSION 
7922    DeathType = EXPLODED
7923    WeaponSpeed = 99999.0
7924    ProjectileObject = NONE
7925  ;  FireFX = WeaponFX_NapalmMissileDetonation
7926    FireOCL = OCL_PoisonFieldGammaSmall
7927    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7928    DelayBetweenShots = 0                   ; time between shots, msec
7929    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
7930    ClipReloadTime = 0                      ; how long to reload a Clip, msec
7931    AutoReloadsClip = No 
7932    AntiGround = Yes
7933    DamageDealtAtSelfPosition = Yes
7934  End
7935  
7936  ;------------------------------------------------------------------------------
7937  Weapon Chem_SuicideWeapon ; No extra damage, just lays down a damage field
7938    PrimaryDamage = 200.0
7939    PrimaryDamageRadius = 10.0      
7940    AttackRange = 100.0
7941    DamageType = EXPLOSION 
7942    DeathType = EXPLODED
7943    WeaponSpeed = 99999.0
7944    ProjectileObject = NONE
7945    FireFX = WeaponFX_ToxinShellWeapon
7946    FireOCL = OCL_PoisonFieldSmall
7947    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7948    DelayBetweenShots = 0                   ; time between shots, msec
7949    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
7950    ClipReloadTime = 0                      ; how long to reload a Clip, msec
7951    AutoReloadsClip = No 
7952    AntiGround = Yes
7953    DamageDealtAtSelfPosition = Yes
7954  End
7955  
7956  ;------------------------------------------------------------------------------
7957  Weapon Chem_SuicideWeaponBeta ; No extra damage, just lays down a damage field
7958    PrimaryDamage = 200.0            
7959    PrimaryDamageRadius = 10.0      
7960    AttackRange = 100.0
7961    DamageType = EXPLOSION 
7962    DeathType = EXPLODED
7963    WeaponSpeed = 99999.0
7964    ProjectileObject = NONE
7965  ;  FireFX = WeaponFX_NapalmMissileDetonation
7966    FireOCL = OCL_PoisonFieldUpgradedSmall
7967    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
7968    DelayBetweenShots = 0                   ; time between shots, msec
7969    ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
7970    ClipReloadTime = 0                      ; how long to reload a Clip, msec
7971    AutoReloadsClip = No 
7972    AntiGround = Yes
7973    DamageDealtAtSelfPosition = Yes
7974  End
7975  
7976  ;------------------------------------------------------------------------------
7977  Weapon Chem_DemoTrapDetonationWeaponBeta
7978    PrimaryDamage = 250.0            
7979    PrimaryDamageRadius = 25.0      
7980    SecondaryDamage = 100.0          
7981    SecondaryDamageRadius = 50.0    
7982    DamageType = EXPLOSION
7983    DeathType = EXPLODED
7984    WeaponSpeed = 99999.0             
7985    FireFX = WeaponFX_DemoTrapDetonation
7986    FireOCL = OCL_PoisonFieldUpgradedMedium
7987  ; FireOCL = OCL_PoisonFieldGammaMedium
7988    PlayFXWhenStealthed = Yes
7989    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
7990    DelayBetweenShots = 0              
7991    ClipSize = 1                        
7992    ClipReloadTime = 0                  
7993    AutoReloadsClip = No 
7994  End
7995  
7996  ;------------------------------------------------------------------------------
7997  Weapon Chem_DemoTrapDetonationWeaponGamma
7998    PrimaryDamage = 250.0            
7999    PrimaryDamageRadius = 25.0      
8000    SecondaryDamage = 100.0          
8001    SecondaryDamageRadius = 50.0    
8002    DamageType = EXPLOSION
8003    DeathType = EXPLODED
8004    WeaponSpeed = 99999.0             
8005    FireFX = WeaponFX_DemoTrapDetonation
8006  ; FireOCL = OCL_PoisonFieldUpgradedMedium
8007    FireOCL = OCL_PoisonFieldGammaMedium
8008    PlayFXWhenStealthed = Yes
8009    RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
8010    DelayBetweenShots = 0              
8011    ClipSize = 1                        
8012    ClipReloadTime = 0                  
8013    AutoReloadsClip = No 
8014  End
8015  
8016  
8017  ;------------------------------------------------------------------------------
8018  Weapon BunkerBusterAntiTunnelGarrisonWeaponWithABigName
8019    PrimaryDamage = 400.0            
8020    PrimaryDamageRadius = 10.0      
8021    ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8022    DamageType = PARTICLE_BEAM
8023    DeathType = EXPLODED
8024    WeaponSpeed = 99999.0
8025    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
8026  End
8027  
8028  ;------------------------------------------------------------------------------
8029  Weapon HelixNukeBombDetonationWeaponWithAnEvenLongerName
8030    PrimaryDamage               = 300.0  
8031    PrimaryDamageRadius         = 50.0      
8032    SecondaryDamage             = 50.0          
8033    SecondaryDamageRadius       = 60.0    
8034    AttackRange                 = 100.0
8035    DamageType                  = EXPLOSION 
8036    DeathType                   = EXPLODED
8037    WeaponSpeed                 = 99999.0
8038    ProjectileObject            = NONE
8039    FireFX                      = Nuke_WeaponFX_NukeCannon
8040    FireOCL                     = OCL_RadiationFieldMedium 
8041    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
8042    DelayBetweenShots           = 0                   ; time between shots, msec
8043    ClipSize                    = 1                            ; how many shots in a Clip (0 == infinite)
8044    ClipReloadTime              = 0                      ; how long to reload a Clip, msec
8045    AutoReloadsClip             = No 
8046    AntiGround                  = Yes
8047    DamageDealtAtSelfPosition   = Yes
8048  End
8049  
8050  ;------------------------------------------------------------------------------
8051  Weapon Nuke_MiGMissileWeapon 
8052    PrimaryDamage               = 100.0            
8053    PrimaryDamageRadius         = 5.0      
8054    SecondaryDamage             = 40.0          
8055    SecondaryDamageRadius       = 30.0  
8056    DamageType                  = JET_MISSILES ; since creates FireField to do the flame damage
8057    DeathType                   = EXPLODED
8058    AttackRange                 = 320.0
8059    MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
8060    ProjectileObject            = NapalmMissile
8061    ProjectileExhaust           = MissileExhaust
8062    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
8063    FireFX                      = WeaponFX_NapalmMissile
8064    FireSound                   = MigJetNapalmWeapon
8065    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
8066    AcceptableAimDelta          = 30
8067    DelayBetweenShots           = 300             ; time between shots, msec
8068    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
8069    ClipReloadTime              = 8000               ; how long to reload a Clip, msec
8070    AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
8071    AntiGround                  = Yes
8072    ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
8073    ProjectileDetonationOCL     = OCL_RadiationFieldSmall
8074    DamageDealtAtSelfPosition   = Yes
8075    ProjectileCollidesWith      = STRUCTURES
8076    AntiAirborneVehicle         = Yes
8077    AntiAirborneInfantry        = No
8078    ShowsAmmoPips               = Yes
8079  End
8080  ;---------------------------------------------------------------------------------
8081  
8082  Weapon BuggyRocketREDWeapon
8083    PrimaryDamage               = 20.0            
8084    PrimaryDamageRadius         = 0.0      
8085    ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8086    SecondaryDamage             = 5.0          
8087    SecondaryDamageRadius       = 10.0    
8088    AttackRange                 = 300.0
8089    MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
8090    DamageType                  = EXPLOSION          ; ignored for projectile weapons
8091    DeathType                   = EXPLODED
8092    WeaponSpeed                 = 600               ; ignored for projectile weapons
8093    ProjectileDetonationFX      = WeaponFX_DEMOGENRocketBuggyMissileDetonation
8094    ProjectileObject            = RocketBuggyMissile
8095    ProjectileExhaust           = MissileExhaust
8096    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
8097    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
8098    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
8099    DelayBetweenShots           = 200  ; time between shots, msec
8100    ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
8101    ClipReloadTime              = 6000    ; how long to reload a Clip, msec
8102    AutoReloadsClip             = Yes 
8103    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)
8104    FireFX                      = FX_BuggyMissileIgnition
8105    FireSound                   = RocketBuggyWeapon 
8106    WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
8107    ProjectileCollidesWith      = STRUCTURES
8108    MissileCallsOnDie           = Yes
8109  End
8110  ;------------------------------------------------------------------------------
8111  
8112  Weapon REDMarauderTankGun
8113    PrimaryDamage = 60.0
8114    PrimaryDamageRadius = 5.0
8115    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8116    AttackRange = 150.0
8117    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
8118    MaxTargetPitch = 15                          ; ditto
8119    DamageType = ARMOR_PIERCING
8120    DeathType = NORMAL
8121    WeaponSpeed = 300                           ; dist/sec 
8122    WeaponRecoil = 10                            
8123    ProjectileObject = MarauderTankShell
8124    FireFX = WeaponFX_GenericTankGunNoTracer
8125    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
8126    ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation
8127    FireSound = MarauderTankWeapon
8128    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
8129    DelayBetweenShots = 2000        ; time between shots, msec
8130    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
8131    ClipReloadTime = 0              ; how long to reload a Clip, msec
8132  
8133    ; note, these only apply to units that aren't the explicit target 
8134    ; (ie, units that just happen to "get in the way"... projectiles
8135    ; always collide with the Designated Target, regardless of these flags
8136    ProjectileCollidesWith = STRUCTURES WALLS 
8137  
8138  End
8139  
8140  ;------------------------------------------------------------------------------
8141  Weapon REDMarauderTankGunUpgradeOne
8142    PrimaryDamage = 60.0
8143    PrimaryDamageRadius = 5.0
8144    AttackRange = 150.0
8145    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8146    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
8147    MaxTargetPitch = 15                          ; ditto
8148    DamageType = ARMOR_PIERCING
8149    DeathType = NORMAL
8150    WeaponSpeed = 400                           ; dist/sec 
8151    WeaponRecoil = 10                            ; angle to deflect the model when firing
8152    ProjectileObject = MarauderTankShell
8153    FireFX = WeaponFX_GenericTankGunNoTracer
8154    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
8155    ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation
8156    FireSound = MarauderTankWeapon
8157    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
8158    DelayBetweenShots = 1500        ; time between shots, msec
8159    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
8160    ClipReloadTime = 0              ; how long to reload a Clip, msec
8161  
8162    ; note, these only apply to units that aren't the explicit target 
8163    ; (ie, units that just happen to "get in the way"... projectiles
8164    ; always collide with the Designated Target, regardless of these flags
8165    ProjectileCollidesWith = STRUCTURES WALLS 
8166  End
8167  
8168  ;------------------------------------------------------------------------------
8169  Weapon REDMarauderTankGunUpgradeTwo
8170    PrimaryDamage = 60.0
8171    PrimaryDamageRadius = 5.0
8172    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8173    AttackRange = 150.0
8174    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
8175    MaxTargetPitch = 15                          ; ditto
8176    DamageType = ARMOR_PIERCING
8177    DeathType = NORMAL
8178    WeaponSpeed = 500                           ; dist/sec 
8179    WeaponRecoil = 10                            ; angle to deflect the model when firing
8180    ProjectileObject = MarauderTankShell
8181    FireFX = WeaponFX_GenericTankGunNoTracer
8182    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
8183    ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation
8184    FireSound = MarauderTankWeapon
8185    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
8186    DelayBetweenShots = 750           ; time between shots, msec
8187    ClipSize = 2                      ; how many shots in a Clip (0 == infinite)
8188    ClipReloadTime = 100              ; how long to reload a Clip, msec
8189  
8190    ; note, these only apply to units that aren't the explicit target 
8191    ; (ie, units that just happen to "get in the way"... projectiles
8192    ; always collide with the Designated Target, regardless of these flags
8193    ProjectileCollidesWith = STRUCTURES WALLS 
8194  End
8195  
8196  ;------------------------------------------------------------------------------
8197  Weapon REDScorpionMissileWeapon
8198    PrimaryDamage = 100.0            
8199    PrimaryDamageRadius = 5.0      
8200    SecondaryDamage = 80.0          
8201    SecondaryDamageRadius = 25.0    
8202    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8203    AttackRange = 150.0
8204    MinimumAttackRange = 40.0
8205    DamageType = EXPLOSION          ; ignored for projectile weapons
8206    DeathType = EXPLODED
8207    WeaponSpeed = 600               ; ignored for projectile weapons
8208    ProjectileObject = ScorpionMissile
8209    ProjectileExhaust           = MissileExhaust
8210    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
8211    FireFX                      = FX_BuggyMissileIgnition
8212    FireSound                   = ScorpionMissileWeapon
8213    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
8214    DelayBetweenShots = 200  ; time between shots, msec
8215    ClipSize = 1            ; how many shots in a Clip (0 == infinite)
8216    ClipReloadTime = 15000  ; how long to reload a Clip, msec
8217    AutoReloadsClip = Yes 
8218    ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation
8219  
8220    ; note, these only apply to units that aren't the explicit target 
8221    ; (ie, units that just happen to "get in the way"... projectiles
8222    ; always collide with the Designated Target, regardless of these flags
8223    ProjectileCollidesWith = STRUCTURES
8224    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
8225  End
8226  ;------------------------------------------------------------------------------
8227  Weapon REDScorpionMissileWeaponPlusTwo
8228    PrimaryDamage = 100.0            
8229    PrimaryDamageRadius = 5.0      
8230    SecondaryDamage = 80.0          
8231    SecondaryDamageRadius = 25.0    
8232    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8233    AttackRange = 150.0
8234    MinimumAttackRange = 40.0
8235    DamageType = EXPLOSION          ; ignored for projectile weapons
8236    DeathType = EXPLODED
8237    WeaponSpeed = 600               ; ignored for projectile weapons
8238    ProjectileObject = ScorpionMissile
8239    ProjectileExhaust           = MissileExhaust
8240    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
8241    FireFX                      = FX_BuggyMissileIgnition
8242    FireSound                   = ScorpionMissileWeapon
8243    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
8244    DelayBetweenShots = 200  ; time between shots, msec
8245    ClipSize = 2            ; how many shots in a Clip (0 == infinite)
8246    ClipReloadTime = 15000  ; how long to reload a Clip, msec
8247    AutoReloadsClip = Yes 
8248    ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation
8249  
8250    ; note, these only apply to units that aren't the explicit target 
8251    ; (ie, units that just happen to "get in the way"... projectiles
8252    ; always collide with the Designated Target, regardless of these flags
8253    ProjectileCollidesWith = STRUCTURES
8254    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
8255  End
8256  
8257  
8258  Weapon DEMO_SCUDLauncherGunExplosive
8259    PrimaryDamage               = 300.0            
8260    PrimaryDamageRadius         = 50.0      
8261    SecondaryDamage             = 50.0          
8262    SecondaryDamageRadius       = 100.0    
8263    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8264    AttackRange                 = 350.0
8265    MinimumAttackRange          = 200.0
8266    PreAttackDelay              = 500
8267    PreAttackType               = PER_SHOT ; Do the delay every single shot
8268    DamageType                  = EXPLOSION 
8269    DeathType                   = EXPLODED
8270    FireFX                      = FX_ScudLauncherIgnition
8271    ProjectileObject            = SCUDMissile
8272    ProjectileExhaust           = ScudMissileExhaust
8273    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
8274    ProjectileDetonationFX      = WeaponFX_DEMO_SCUDMissileDetonationExplosive
8275    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
8276    FireSound                   = ScudLauncherWeapon
8277    DelayBetweenShots           = 1
8278    ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
8279    ClipReloadTime              = 10000            ; how long to reload a Clip, msec
8280    ; Uses a clip of one to get the Reloading modelcondition
8281  
8282    ; note, these only apply to units that aren't the explicit target 
8283    ; (ie, units that just happen to "get in the way"... projectiles
8284    ; always collide with the Designated Target, regardless of these flags
8285    ProjectileCollidesWith = STRUCTURES
8286  
8287    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
8288  End
8289  
8290  ;------------------------------------------------------------------------------
8291  Weapon DEMO_SCUDLauncherGunExplosivePlusOne
8292    PrimaryDamage               = 300.0            
8293    PrimaryDamageRadius         = 50.0      
8294    SecondaryDamage             = 50.0          
8295    SecondaryDamageRadius       = 100.0    
8296    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8297    AttackRange                 = 450.0
8298    MinimumAttackRange          = 200.0
8299    PreAttackDelay              = 500
8300    PreAttackType               = PER_SHOT ; Do the delay every single shot
8301    DamageType                  = EXPLOSION 
8302    DeathType                   = EXPLODED
8303    FireFX                      = FX_ScudLauncherIgnition
8304    ProjectileObject            = SCUDMissilePlusOne
8305    ProjectileExhaust           = ScudMissileExhaust
8306    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
8307    ProjectileDetonationFX      = WeaponFX_DEMO_SCUDMissileDetonationExplosive
8308    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
8309    FireSound                   = ScudLauncherWeapon
8310    DelayBetweenShots           = 1
8311    ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
8312    ClipReloadTime              = 10000            ; how long to reload a Clip, msec
8313    ; Uses a clip of one to get the Reloading modelcondition
8314  
8315    ; note, these only apply to units that aren't the explicit target 
8316    ; (ie, units that just happen to "get in the way"... projectiles
8317    ; always collide with the Designated Target, regardless of these flags
8318    ProjectileCollidesWith = STRUCTURES
8319  
8320    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
8321  End
8322  
8323  ;------------------------------------------------------------------------------
8324  Weapon DEMO_SCUDLauncherGunExplosivePlusTwo
8325    PrimaryDamage               = 400.0            
8326    PrimaryDamageRadius         = 50.0      
8327    SecondaryDamage             = 75.0          
8328    SecondaryDamageRadius       = 100.0    
8329    ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8330    AttackRange                 = 450.0
8331    MinimumAttackRange          = 200.0
8332    PreAttackDelay              = 500
8333    PreAttackType               = PER_SHOT ; Do the delay every single shot
8334    DamageType                  = EXPLOSION 
8335    DeathType                   = EXPLODED
8336    FireFX                      = FX_ScudLauncherIgnition
8337    ProjectileObject            = SCUDMissilePlusTwo
8338    ProjectileExhaust           = ScudMissileExhaust
8339    VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
8340    ProjectileDetonationFX      = WeaponFX_DEMO_SCUDMissileDetonationExplosive
8341    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
8342    FireSound                   = ScudLauncherWeapon
8343    DelayBetweenShots           = 1
8344    ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
8345    ClipReloadTime              = 10000            ; how long to reload a Clip, msec
8346    ; Uses a clip of one to get the Reloading modelcondition
8347  
8348    ; note, these only apply to units that aren't the explicit target 
8349    ; (ie, units that just happen to "get in the way"... projectiles
8350    ; always collide with the Designated Target, regardless of these flags
8351    ProjectileCollidesWith = STRUCTURES
8352  
8353    WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
8354  End
8355  
8356  ;-----------------------------------------------------------------------------------
8357  
8358  Weapon DEMO_TunnelDefenderBikerRocketWeapon
8359    PrimaryDamage               = 40.0            
8360    PrimaryDamageRadius         = 5.0      
8361    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8362    AttackRange                 = 175.0
8363    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
8364    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
8365    DeathType                   = EXPLODED
8366    WeaponSpeed                 = 600               ; ignored for projectile weapons
8367    ProjectileObject            = TunnelDefenderMissile
8368    ProjectileExhaust           = MissileExhaust
8369    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
8370    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
8371    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
8372    DelayBetweenShots           = 1000  ; time between shots, msec
8373    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
8374    ClipReloadTime              = 0    ; how long to reload a Clip, msec
8375    AutoReloadsClip             = Yes 
8376    FireSound                   = RPGTrooperWeapon
8377    FireFX                      = None
8378    ProjectileDetonationFX      = WeaponFX_DEMORocketBuggyMissileDetonation
8379    ProjectileCollidesWith      = STRUCTURES
8380    AntiAirborneVehicle         = Yes
8381    AntiAirborneInfantry        = Yes
8382    AntiAirborneVehicle = Yes
8383    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
8384    AcceptableAimDelta    = 20.0
8385  End
8386  
8387  Weapon DemoTunnelDefenderRocketWeapon
8388    PrimaryDamage               = 40.0            
8389    PrimaryDamageRadius         = 5.0      
8390    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8391    AttackRange                 = 175.0
8392    MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
8393    DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
8394    DeathType                   = EXPLODED
8395    WeaponSpeed                 = 600               ; ignored for projectile weapons
8396    ProjectileObject            = TunnelDefenderMissile
8397    ProjectileExhaust           = MissileExhaust
8398    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
8399    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
8400    ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
8401    DelayBetweenShots           = 1000  ; time between shots, msec
8402    ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
8403    ClipReloadTime              = 0    ; how long to reload a Clip, msec
8404    AutoReloadsClip             = Yes 
8405    FireSound                   = RPGTrooperWeapon
8406    FireFX                      = None
8407    ProjectileDetonationFX      = WeaponFX_DEMOGENRocketBuggyMissileDetonation
8408    ProjectileCollidesWith      = STRUCTURES
8409    AntiAirborneVehicle         = Yes
8410    AntiAirborneInfantry        = Yes
8411    AntiAirborneVehicle = Yes
8412    WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
8413  End
8414  
8415  ;------------------------------------------------------------------------------
8416  Weapon DemoScorpionTankGunFXWeapon
8417    PrimaryDamage = 0.0
8418    PrimaryDamageRadius = 0.0
8419    AttackRange = 125.0
8420    FireFX = WeaponFX_DEMOGenericTankShellDetonation
8421  End
8422  
8423  ;------------------------------------------------------------------------------
8424  Weapon Chinook
8425  
8426    PrimaryDamage         = 10.0
8427    PrimaryDamageRadius   = 5.0       ; 0 primary radius means "hits only intended victim"
8428    AttackRange           = 200.0
8429    MinimumAttackRange    = 25.0
8430    AcceptableAimDelta    = 40
8431    DamageType            = SMALL_ARMS
8432    DeathType             = NORMAL
8433    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
8434    ProjectileObject      = NONE
8435    FireFX                = WeaponFX_Comanche20mmCannonFire
8436    FireSound             = GattlingCannonWeapon
8437    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
8438    DelayBetweenShots     = 60          ; time between shots, msec
8439    ClipSize              = 300                    ; how many shots in a Clip (0 == infinite)
8440    ClipReloadTime        = 5000             ; how long to reload a Clip, msec
8441    AutoReloadsClip       = Yes
8442    ShowsAmmoPips         = no
8443  End
8444  
8445  Weapon ChinaMLRSRocket
8446    PrimaryDamage               = 200.0            
8447    PrimaryDamageRadius         = 15.0      
8448    SecondaryDamage             = 40.0          
8449    SecondaryDamageRadius       = 30.0  
8450    DamageType                  = SMALL_ARMS; since creates FireField to do the flame damage
8451    DeathType                   = EXPLODED
8452    AttackRange                 = 800.0
8453    MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
8454    ProjectileObject            = ScorpionMissile2
8455    ProjectileExhaust           = ScudMissileExhaust
8456    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
8457    FireFX                      = FX_ScudLauncherIgnition
8458    FireSound                   = MigJetNapalmWeapon
8459    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
8460    AcceptableAimDelta          = 30
8461    DelayBetweenShots           = 3000             ; time between shots, msec
8462    ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
8463    ClipReloadTime              = 8000               ; how long to reload a Clip, msec
8464    AutoReloadsClip             = Yes                 ; must return to base to reload this weapon
8465    AntiGround                  = No
8466    ProjectileDetonationFX      = WeaponFX_raptorMissileDetonation
8467  
8468    DamageDealtAtSelfPosition   = Yes
8469    HistoricBonusTime           = 3000
8470    HistoricBonusCount          = 8
8471    HistoricBonusRadius         = 100
8472    HistoricBonusWeapon         = FirestormSmallCreationWeapon
8473    ProjectileCollidesWith      = STRUCTURES
8474    AntiAirborneVehicle         = Yes
8475    AntiAirborneInfantry        = No
8476    ShowsAmmoPips               = Yes
8477  End
8478  
8479  ;------------------------------------------------------
8480  Weapon RocketMines
8481    PrimaryDamage           = 0.001
8482  
8483    ScatterRadius           = 0   ;changed to zero, unless you want to soften the results of the table below
8484  
8485    ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below
8486    ScatterTarget           = X: 0.000 Y: 0.133
8487    ScatterTarget           = X: 0.133 Y:-0.200
8488    ScatterTarget           = X:-0.067 Y: 0.667
8489    ScatterTarget           = X: 0.300 Y: 0.300
8490    ScatterTarget           = X: 0.767 Y: 0.000       
8491    ScatterTarget           = X: 0.500 Y:-0.567        
8492    ScatterTarget           = X:-0.333 Y:-0.800        
8493    ScatterTarget           = X:-0.600 Y:-0.1333        
8494    ScatterTarget           = X:-0.567 Y: 0.433        
8495    ScatterTarget           = X: 0.000 Y: 0.133
8496    ScatterTarget           = X: 0.133 Y:-0.200
8497    ScatterTarget           = X:-0.067 Y: 0.667
8498    ScatterTarget           = X: 0.300 Y: 0.300
8499    ScatterTarget           = X: 0.767 Y: 0.000       
8500    ScatterTarget           = X: 0.500 Y:-0.567        
8501    ScatterTarget           = X:-0.333 Y:-0.800        
8502    ScatterTarget           = X:-0.600 Y:-0.1333        
8503    ScatterTarget           = X:-0.567 Y: 0.433        
8504    ScatterTarget           = X: 0.000 Y: 0.133
8505    ScatterTarget           = X: 0.133 Y:-0.200
8506  
8507    AttackRange = 300
8508    MinimumAttackRange = 50.0
8509    DamageType = EXPLOSION
8510    DeathType = EXPLODED
8511    WeaponSpeed = 300
8512    MinWeaponSpeed = 75
8513    ProjectileObject = ChinaSMine
8514    VeterancyFireFX  =  HEROIC HeroicMissileExhaust
8515    ProjectileExhaust  = MissileExhaust
8516    FireFX = WeaponFX_BattleshipBogusGun
8517    FireSound = MigJetNapalmWeapon
8518    ProjectileDetonationFX      = WeaponFX_MineDetonation
8519  ;  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
8520    DelayBetweenShots = 40
8521    ClipSize = 10
8522    ClipReloadTime = 80000
8523    AutoReloadsClip = Yes
8524  End
8525  ;------------------------------------------------------------------------------
8526  Weapon MIG1.44Weapon
8527  
8528    PrimaryDamage           = 250.0            
8529    PrimaryDamageRadius     = 40.0      
8530    AttackRange             = 80.0       ; this needs to be pretty high, since the Aurora moves so fast
8531  ScatterRadius         = 20.0  
8532  AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
8533    DamageType              = AURORA_BOMB
8534    DeathType               = EXPLODED
8535    WeaponSpeed             = 100
8536    ProjectileObject        = AuroraBomb
8537    FireFX                  = FX_AuroraBombLaunch
8538    ProjectileDetonationFX  = FX_AuroraBombDetonate
8539    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
8540    DelayBetweenShots       = 100
8541    ClipSize                = 1                      ; how many shots in a Clip (0 == infinite)
8542    ClipReloadTime          = 25000              ; how long to reload a Clip, msec
8543    AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
8544    ShowsAmmoPips           = Yes
8545  
8546    ; note, these only apply to units that aren't the explicit target 
8547    ; (ie, units that just happen to "get in the way"... projectiles
8548    ; always collide with the Designated Target, regardless of these flags
8549    ProjectileCollidesWith  = STRUCTURES
8550  End
8551  
8552  
8553  ;------------------------------------------------------------------------------
8554  Weapon A10Vulcan
8555    PrimaryDamage         = 60.0
8556    PrimaryDamageRadius   = 15.0       ; 0 primary radius means "hits only intended victim"
8557    AttackRange           = 400.0
8558    MinimumAttackRange    = 125.0
8559    AcceptableAimDelta    = 40
8560    DamageType            = SMALL_ARMS
8561    DeathType             = NORMAL
8562    WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
8563    ProjectileObject      = NONE
8564    FireFX                = WeaponFX_Comanche20mmCannonFire
8565    FireSound             = GattlingCannonWeapon
8566    RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
8567    DelayBetweenShots     = 60          ; time between shots, msec
8568    ClipSize              = 200                    ; how many shots in a Clip (0 == infinite)
8569    ClipReloadTime        = 5000             ; how long to reload a Clip, msec
8570    AutoReloadsClip       = RETURN_TO_BASE 
8571    ShowsAmmoPips         = no
8572  End
8573  
8574  ;------------------------------------------------------------------------------
8575  
8576  Weapon A10CarpetBomb
8577    PrimaryDamage           = 60.0            
8578    PrimaryDamageRadius     = 30.0      
8579    AttackRange             = 700.0       ; this needs to be pretty high, since the Aurora moves so fast
8580    AcceptableAimDelta      = 15          ; we don't really need to be aimed directly at the target.
8581    DamageType              = AURORA_BOMB
8582    DeathType               = EXPLODED
8583   ScatterRadius         = 150.0
8584    WeaponSpeed             = 99999
8585    ProjectileObject        = ScorpionMissile
8586    FireFX                  = FX_AuroraBombLaunch
8587    ProjectileDetonationFX  = FX_A10ThunderboltMissileExplosion
8588    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
8589    DelayBetweenShots           = 50
8590    ClipSize                = 10                        ; how many shots in a Clip (0 == infinite)
8591    ClipReloadTime          = 30000              ; how long to reload a Clip, msec
8592    AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
8593    ShowsAmmoPips           = Yes
8594  
8595    ; note, these only apply to units that aren't the explicit target 
8596    ; (ie, units that just happen to "get in the way"... projectiles
8597    ; always collide with the Designated Target, regardless of these flags
8598    ProjectileCollidesWith  = STRUCTURES
8599  End
8600  
8601  Weapon SupW_PatriotMissileAssistWeapon2
8602    PrimaryDamage               = 25.0            
8603    PrimaryDamageRadius         = 5.0      
8604    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8605    AttackRange                 = 450.0 ; at least Regular's range + regular's request assist range
8606    DamageType                  = EXPLOSION          ; ignored for projectile weapons
8607    DeathType                   = EXPLODED
8608    WeaponSpeed                 = 600               ; ignored for projectile weapons
8609    ProjectileObject            = PatriotMissileEMP
8610    ProjectileExhaust           = MissileExhaust
8611    FireFX                      = FX_BuggyMissileIgnition
8612    FireSound                   = PatriotBatteryWeapon
8613    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
8614    DelayBetweenShots           = 250                   ; time between shots, msec
8615    ClipSize                    = 6                        ; how many shots in a Clip (0 == infinite)
8616    ClipReloadTime              = 1000               ; how long to reload a Clip, msec
8617    AutoReloadsClip             = RETURN_TO_BASE
8618    AntiAirborneVehicle         = Yes
8619    AntiAirborneInfantry        = Yes
8620    AntiGround                  = Yes
8621    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
8622    ProjectileDetonationOCL     = SupW_OCL_PatriotEMPEffectSpheroid
8623    ProjectileCollidesWith      = STRUCTURES
8624  End
8625  ;------------------------------------------------------------------------------
8626  Weapon NukeTruck
8627    PrimaryDamage = 2000.0            
8628    PrimaryDamageRadius = 150.0          
8629    AttackRange = 5.0
8630    DamageType = EXPLOSION
8631    DeathType = SUICIDED
8632    WeaponSpeed = 99999.0             
8633    ProjectileObject = NONE
8634    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
8635    RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS
8636    DelayBetweenShots = 0              
8637    ClipSize = 1                        
8638    ClipReloadTime = 0                  
8639    AutoReloadsClip = No 
8640    FireFX = WeaponFX_CINEConvoyNuke
8641    FireSound = CarBomberDie
8642  End
8643  
8644  ;------------------------------------------------------------------------------
8645  Weapon t72TankGun
8646    PrimaryDamage = 30.0
8647    PrimaryDamageRadius = 5.0
8648    ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8649    AttackRange = 180.0
8650    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
8651    MaxTargetPitch = 15                          ; ditto
8652    DamageType = ARMOR_PIERCING
8653    DeathType = NORMAL
8654    WeaponSpeed = 400                           ; dist/sec
8655    WeaponRecoil = 5                            ; angle to deflect the model when firing
8656    ProjectileObject = ScorpionTankShell
8657    FireFX = WeaponFX_GenericTankGunNoTracerSmall
8658    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
8659    ;Commented out to show it has been moved to ScoprionTankGunFXWeapon,
8660    ;because the art for the Toxin shell version incorporates the normal explosion.
8661  ;  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
8662    FireSound = ScorpionTankWeapon
8663    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
8664    DelayBetweenShots = 1000        ; time between shots, msec
8665    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
8666    ClipReloadTime = 0              ; how long to reload a Clip, msec
8667  
8668  
8669    ; note, these only apply to units that aren't the explicit target
8670    ; (ie, units that just happen to "get in the way"... projectiles
8671    ; always collide with the Designated Target, regardless of these flags
8672    ProjectileCollidesWith = STRUCTURES WALLS
8673  End
8674  Weapon ToxinPlaneDrop
8675    PrimaryDamage               = 150            
8676    PrimaryDamageRadius         = 40.0      
8677    AttackRange                 = 140.0
8678    DamageType              = EXPLOSION
8679    DeathType               = EXPLODED
8680    ProjectileObject            = ToxinPlaneDropObj
8681    FireSound                   = DaisyCutterWeapon
8682    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
8683    DelayBetweenShots           = 500                ; time between shots, msec
8684    ClipSize                    = 4                         ; how many shots in a Clip (0 == infinite)
8685    ClipReloadTime              = 1000                   ; how long to reload a Clip, msec
8686    AutoReloadsClip             = Yes      ;RETURN_TO_BASE 
8687    ProjectileDetonationFX  = WeaponFX_SToxinPlaneSpray
8688    ProjectileDetonationOCL = OCL_PoisonFieldSmall
8689    ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
8690    AcceptableAimDelta          = 360
8691    AntiGround                  = Yes
8692    AntiAirborneVehicle         = No
8693    ShowsAmmoPips               = No
8694    AllowAttackGarrisonedBldgs  = Yes
8695  End
8696  
8697  ;----------------------------------------------------------------------------------
8698  
8699  Weapon ToxinPlaneSprayer
8700    PrimaryDamage               = 300            
8701    PrimaryDamageRadius         = 50.0      
8702    SecondaryDamage             = 50.0          
8703    SecondaryDamageRadius       = 80.0    
8704    DamageType                  = POISON
8705    DeathType                   = POISONED
8706    FireOCL                     = OCL_PoisonFieldSmall
8707  ;  FireSound                   = ToxinTractorContaminate
8708  ;  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
8709    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
8710    AllowAttackGarrisonedBldgs  = Yes
8711  End
8712  ;-----------------------------------------------------------------
8713  Weapon SuicidePWeapon
8714    LeechRangeWeapon = Yes
8715    AttackRange = 1.0
8716    PrimaryDamage = 999999.0            
8717    PrimaryDamageRadius = 1.0      
8718    DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
8719    RadiusDamageAffects = SELF SUICIDE
8720    DamageType = EXPLOSION
8721    DeathType = SUICIDED
8722    WeaponSpeed = 99999.0             
8723    DelayBetweenShots = 0              
8724    ClipSize = 1                        
8725    ClipReloadTime = 0                  
8726    AutoReloadsClip = No 
8727  End
8728  
8729  ;-------------------------------------------------------------------
8730  Weapon PlaneSuicideBomb
8731    PrimaryDamage               = 600.0            
8732    PrimaryDamageRadius         = 180.0      
8733    SecondaryDamage             = 200.0          
8734    SecondaryDamageRadius       = 130.0 
8735    DamageType                  = EXPLOSION
8736    DeathType                   = EXPLODED
8737    FireFX                      = WeaponFX_BombTruckHighExplosiveBioBombDetonation
8738    FireOCL                     = OCL_PoisonFieldMedium
8739    FireSound                   = BombTruckBioBombDetonation
8740    ProjectileObject            = NONE
8741    RadiusDamageAffects         = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
8742    DelayBetweenShots           = 0           ; time between shots, msec
8743    ClipSize                    = 1           ; how many shots in a Clip (0 == infinite)
8744    ClipReloadTime              = 0           ; how long to reload a Clip, msec
8745    AutoReloadsClip             = No
8746    AntiAirborneVehicle         = Yes 
8747    AntiGround                  = Yes
8748    DamageDealtAtSelfPosition   = Yes
8749  End
8750  
8751  Weapon MIG29Weapon
8752  PrimaryDamage               = 100.0            
8753    PrimaryDamageRadius         = 5.0      
8754    SecondaryDamage             = 5.0          
8755    SecondaryDamageRadius       = 10.0  
8756    DamageType                  = EXPLOSION ; since creates FireField to do the flame damage
8757    DeathType                   = EXPLODED
8758    AttackRange                 = 600.0
8759    MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
8760    ProjectileObject            = RaptorJetMissile2
8761    ProjectileExhaust           = ScudMissileExhaust
8762    VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
8763    FireFX                      = FX_ScudLauncherIgnition
8764    FireSound                   = MigJetNapalmWeapon
8765    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
8766    AcceptableAimDelta          = 30
8767    DelayBetweenShots           = 300             ; time between shots, msec
8768    ClipSize                    = 3                       ; how many shots in a Clip (0 == infinite)
8769    ClipReloadTime              = 8000               ; how long to reload a Clip, msec
8770    AutoReloadsClip             = RETURN_TO_BASE                ; must return to base to reload this weapon
8771    AntiGround                  = No
8772    ProjectileDetonationFX      = WeaponFX_NapalmMissileDetonation
8773    ProjectileDetonationOCL     = OCL_FireFieldSmall
8774    DamageDealtAtSelfPosition   = Yes
8775    HistoricBonusTime           = 3000
8776    HistoricBonusCount          = 8
8777    HistoricBonusRadius         = 100
8778    HistoricBonusWeapon         = FirestormSmallCreationWeapon
8779    ProjectileCollidesWith      = STRUCTURES
8780    AntiAirborneVehicle         = Yes
8781    AntiAirborneInfantry        = No
8782    ShowsAmmoPips               = Yes
8783  End
8784  
8785  
8786  Weapon SAMMissileWeaponAir
8787    PrimaryDamage               = 100.0            
8788    PrimaryDamageRadius         = 5.0      
8789    ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
8790    AttackRange                 = 550.0
8791    DamageType                  = EXPLOSION
8792    DeathType                   = EXPLODED
8793    WeaponSpeed                 = 600
8794    ProjectileObject            = SAMMissile
8795    ProjectileExhaust           = ScudMissileExhaust
8796    FireFX                      = FX_BuggyMissileIgnition
8797    FireSound                   = PatriotBatteryWeapon
8798    RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
8799    DelayBetweenShots           = 1000                   ; time between shots, msec
8800    ClipSize                    = 1                        ; how many shots in a Clip (0 == infinite)
8801    ClipReloadTime              = 5000              ; how long to reload a Clip, msec
8802    AutoReloadsClip             = Yes 
8803      PreAttackDelay              = 250
8804    AntiAirborneVehicle         = Yes
8805    AntiAirborneInfantry        = Yes
8806    AntiGround                  = No
8807    AntiBallisticMissile        = Yes
8808    ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
8809    ProjectileCollidesWith      = STRUCTURES
8810  End
8811  


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