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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: Weapon.ini (SYSTEM) //////////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 5 ; Please keep all weapons belonging to the same unit grouped together, instead 6 ; of grouping all Elite weapons together. 7 8 ;------------------------------------------------------------------------------ 9 ;------------------------------------------------------------------------------ 10 ;------------------------------------------------------------------------------ 11 ; these are the new, "shell-based" projectile tank weapons. 12 ;------------------------------------------------------------------------------ 13 ;------------------------------------------------------------------------------ 14 ;------------------------------------------------------------------------------ 15 16 ;------------------------------------------------------------------------------ 17 Weapon MarauderTankGun 18 PrimaryDamage = 60.0 19 PrimaryDamageRadius = 5.0 20 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 21 AttackRange = 150.0 22 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 23 MaxTargetPitch = 15 ; ditto 24 DamageType = ARMOR_PIERCING 25 DeathType = NORMAL 26 WeaponSpeed = 300 ; dist/sec 27 WeaponRecoil = 10 28 ProjectileObject = MarauderTankShell 29 FireFX = WeaponFX_GenericTankGunNoTracer 30 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 31 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 32 FireSound = MarauderTankWeapon 33 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 34 DelayBetweenShots = 2000 ; time between shots, msec 35 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 36 ClipReloadTime = 0 ; how long to reload a Clip, msec 37 38 ; note, these only apply to units that aren't the explicit target 39 ; (ie, units that just happen to "get in the way"... projectiles 40 ; always collide with the Designated Target, regardless of these flags 41 ProjectileCollidesWith = STRUCTURES WALLS 42 43 End 44 45 ;------------------------------------------------------------------------------ 46 Weapon MarauderTankGunUpgradeOne 47 PrimaryDamage = 60.0 48 PrimaryDamageRadius = 5.0 49 AttackRange = 150.0 50 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 51 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 52 MaxTargetPitch = 15 ; ditto 53 DamageType = ARMOR_PIERCING 54 DeathType = NORMAL 55 WeaponSpeed = 400 ; dist/sec 56 WeaponRecoil = 10 ; angle to deflect the model when firing 57 ProjectileObject = MarauderTankShell 58 FireFX = WeaponFX_GenericTankGunNoTracer 59 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 60 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 61 FireSound = MarauderTankWeapon 62 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 63 DelayBetweenShots = 1500 ; time between shots, msec 64 ClipSize = 0 ; how many shots in a Clip (0 == infinite) 65 ClipReloadTime = 0 ; how long to reload a Clip, msec 66 67 ; note, these only apply to units that aren't the explicit target 68 ; (ie, units that just happen to "get in the way"... projectiles 69 ; always collide with the Designated Target, regardless of these flags 70 ProjectileCollidesWith = STRUCTURES WALLS 71 End 72 73 ;------------------------------------------------------------------------------ 74 Weapon MarauderTankGunUpgradeTwo 75 PrimaryDamage = 60.0 76 PrimaryDamageRadius = 5.0 77 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 78 AttackRange = 150.0 79 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 80 MaxTargetPitch = 15 ; ditto 81 DamageType = ARMOR_PIERCING 82 DeathType = NORMAL 83 WeaponSpeed = 500 ; dist/sec 84 WeaponRecoil = 10 ; angle to deflect the model when firing 85 ProjectileObject = MarauderTankShell 86 FireFX = WeaponFX_GenericTankGunNoTracer 87 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer 88 ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation 89 FireSound = MarauderTankWeapon 90 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 91 DelayBetweenShots = 750 ; time between shots, msec 92 ClipSize = 2 ; how many shots in a Clip (0 == infinite) 93 ClipReloadTime = 100 ; how long to reload a Clip, msec 94 95 ; note, these only apply to units that aren't the explicit target 96 ; (ie, units that just happen to "get in the way"... projectiles 97 ; always collide with the Designated Target, regardless of these flags 98 ProjectileCollidesWith = STRUCTURES WALLS 99 End 100 101 ;------------------------------------------------------------------------------ 102 Weapon ScorpionTankGun 103 PrimaryDamage = 20.0 104 PrimaryDamageRadius = 5.0 105 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. 106 AttackRange = 150.0 107 MinTargetPitch = -15 ; we may not target anything outside of this pitch range 108 MaxTargetPitch = 15 ; ditto 109 DamageType = ARMOR_PIERCING 110 DeathType = NORMAL 111 WeaponSpeed = 400 ; dist/sec 112 WeaponRecoil = 5 ; angle to deflect the model when firing 113 ProjectileObject = ScorpionTankShell 114 FireFX = WeaponFX_GenericTankGunNoTracerSmall 115 VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall 116 ;Commented out to show it has been moved to 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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