;////////////////////////////////////////////////////////////////////////////// ;FILE: Weapon.ini (SYSTEM) //////////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ; Please keep all weapons belonging to the same unit grouped together, instead ; of grouping all Elite weapons together. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; these are the new, "shell-based" projectile tank weapons. ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon MarauderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 10 ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon MarauderTankGunUpgradeOne PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 AttackRange = 150.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon MarauderTankGunUpgradeTwo PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 500 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 100 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ScorpionTankGun PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ScorpionMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon ScorpionTankGunPlusOne PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ScorpionMissileWeaponPlusTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon ScorpionTankGunFXWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 125.0 FireFX = WeaponFX_GenericTankShellDetonation End ;------------------------------------------------------------------------------ Weapon OverlordTankGun PrimaryDamage = 80 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon StrategyCenterGun PrimaryDamage = 200.0 PrimaryDamageRadius = 25.0 ScatterRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 MinimumAttackRange = 100.0 MinTargetPitch = 45 ; we may not target anything outside of this pitch range MaxTargetPitch = 80 ; ditto DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 150 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_StrategyCenterBarrage FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon BattleMasterTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon CrusaderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = CrusaderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon PaladinTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = PaladinTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon PaladinPointDefenseLaser PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = PointDefenseLaserBeam LaserBoneName = LASER FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon AvengerPointDefenseLaserOne PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 100.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = Yes LaserName = AvengerPointDefenseLaserBeam LaserBoneName = LazerSpot01 FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon AvengerPointDefenseLaserTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 100.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = Yes LaserName = AvengerPointDefenseLaserBeam LaserBoneName = LazerSpot02 FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon AvengerAirLaserOne PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 300.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = AvengerLaserBeam LaserBoneName = TurretFX01 ; FireFX = WeaponFX_PaladinPointDefenseLaser ; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser FireSound = AvengerAirLaserWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon AvengerAirLaserTwo PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 300.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = AvengerLaserBeam LaserBoneName = TurretFX02 ; FireFX = WeaponFX_PaladinPointDefenseLaser ; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser FireSound = AvengerAirLaserWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon AvengerTargetDesignator PrimaryDamage = 200.0 ; How long (msec) we put the status on the target (should equal or exceed DelayBetweenShots) PrimaryDamageRadius = 0.0 AttackRange = 200.0 DamageType = STATUS ; We put an Object Status on the target DamageStatusType = FAERIE_FIRE ; And here is what WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec LaserName = AvengerTargetingLaserBeam LaserBoneName = TurretFX03 FireFX = WeaponFX_AvengerTargetDesignator FireSound = AvengerPaintWeaponLoop FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon TechnicalCannonWeapon PrimaryDamage = 45.0 PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = COMANCHE_VULCAN DeathType = EXPLODED WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ ; end new "shell based" tank weapons ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Weapon CrusaderMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 25.0 AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_GenericTankGun FireSound = GenericMachineGunFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------- Weapon TunnelNetworkGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = HumveeWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------- Weapon TunnelNetworkGunDUMMY PrimaryDamage = 0.01 PrimaryDamageRadius = 0.0 AttackRange = 175.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 99999 ; dist/sec ProjectileObject = NONE DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon SentryDroneGun PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_SentryDroneGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = SentryDroneWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon HumveeGun PrimaryDamage = 10.0 ; 8.0 PrimaryDamageRadius = 0.0 AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = HumveeWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon HumveeMissileWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = HumveeMissile ProjectileExhaust = TowMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = HumveeWeaponTOW ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon HumveeMissileWeaponAir PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = HumveeWeaponTOW ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon HellfireMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AcceptableAimDelta = 180.0 ; can fire facing any direction... drones are spazzes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon RangerAdvancedCombatRifle PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon CINE_RangerAdvancedCombatRifle PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 999999.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon MissileDefenderMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 DamageType = INFANTRY_MISSILE DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon MissileDefenderLaserGuidedMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300.0 ;Extending this range, allows the special ability to work better. DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon GLAJarmenKellRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ ;Jarmen Kell on a bike ;------------------------------------------------------------------------------ Weapon GLABikerKellSniperRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ Weapon CINE_GLAJarmenKellRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 999999.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon CINE_USAPathfinderSniperRifle PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 999999.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed FireSound = PathfinderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon USAPathfinderSniperRifle PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 300.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed FireSound = PathfinderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon GLAJarmenKellVehiclePilotSniperRifle PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = KILL_PILOT DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = JarmenKellWeaponSnipe RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 30000 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon ColonelBurtonSniperRifleWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 125.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = SentryDroneWeapon ;ColonelBurtonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 500 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ColonelBurtonKnifeWeapon LeechRangeWeapon = Yes PrimaryDamage = 10000.0 ; always kills target in one hit PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 3.0 DamageType = MELEE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = NONE;! FireSound = HeroUSAKnifeAttack DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1367 ; how long to reload a Clip, msec PreAttackDelay = 833 ; 833 is natural time of the stabbing animation. PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon GLARebelMachineGun PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX FireSound = RebelWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon GLARebelBikerMachineGun PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = CombatCycleRebelWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ ;*********************** Cinematic Only *************************************** Weapon CINE_GLARebelMachineGun PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 250.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX FireSound = RebelWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon RedguardMachineGun PrimaryDamage = 15.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ChinaOfficerMachineGun PrimaryDamage = 50.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon AmericaOfficerMachineGun PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = HeroUSAKnifeAttack RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon RedguardBayonet PrimaryDamage = 10000.0 ; always kills target in one hit PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 2.0 DamageType = MELEE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire FireSound = HeroUSAKnifeAttack RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1900 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 1400 PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target End ;------------------------------------------------------------------------------ Weapon GattlingTankGun PrimaryDamage = 15.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 2 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon GattlingTankGunAir PrimaryDamage = 12.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingTankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 400 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon GattlingBuildingGun PrimaryDamage = 10.0 ;5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 225.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon SpectreGattlingGun PrimaryDamage = 90.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 2222.0 ; huge range DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_SpectreGattlingMuzzleFlash VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = SpectreGunshipGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 2 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon SpectreHowitzerGun PrimaryDamage = 80.0 PrimaryDamageRadius = 25.0 ; 0 primary radius means "hits only intended victim" AttackRange = 2222.0 ; huge range DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999.0 ; dist/sec (huge value == effectively instant) AcceptableAimDelta = 180.0 ;;;; can fire facing any direction... allows gunship to shoot sideways ProjectileObject = SpectreHowitzerShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_SpectreHowitzerExplosion FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 777 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 2 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 150% ; When the object achieves this state, this weapon gets double the rate of fire 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) ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GattlingBuildingGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 5 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End ;Given to the overlord tank so it's AI can target air manually from out of range. Must match ;GattlingBuildingGunAir's range ;------------------------------------------------------------------------------ Weapon GattlingBuildingGunAirDummy PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon WatchTowerMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon CommandoMachineGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 80.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon Comanche20mmCannonWeapon PrimaryDamage = 6.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireSound = ComancheWeaponMachineGun FireFX = WeaponFX_Comanche20mmCannonFire VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = Yes End ;------------------------------------------------------------------------------ Weapon ComancheAntiTankMissileWeapon PrimaryDamage = 50 PrimaryDamageRadius = 5.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = JET_MISSILES ;not so good against base defenses and some other units. DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = ComancheAntiTankMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 8 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = Yes ClipReloadTime = 15000 ; how long to reload a Clip, msec 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) FireSound = ComancheMissileWeapon FireFX = None ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon ComancheAntiTankMissileWeapon2 PrimaryDamage = 50 PrimaryDamageRadius = 5.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = JET_MISSILES ;not so good against base defenses and some other units. DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = ComancheAntiTankMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = Yes ClipReloadTime = 15000 ; how long to reload a Clip, msec 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) FireSound = ComancheMissileWeapon FireFX = None ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon ComancheRocketPodWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 40.0 ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; @todo srj -- need better targets; these are copied from Scud Storm ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 200.0 MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = ComancheRocketPodRocket ProjectileExhaust = MissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 20 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = Yes ClipReloadTime = 30000 ; how long to reload a Clip, msec FireSound = ComancheRocketPodWeaponSound FireFX = None ProjectileDetonationFX = WeaponFX_ComancheRocketPodRocketDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No End ;------------------------------------------------------------------------------ Weapon ToxinShellWeapon ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_ToxinShellWeapon FireOCL = OCL_PoisonFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon ToxinShellWeaponUpgraded ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldUpgradedSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ ; When a barrel explodes Weapon BarrelWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 15.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 30.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ ; When a TankerTruck explodes Weapon TankerTruckWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 65.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon A10ThunderboltVulcan PrimaryDamage = 10.0 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" AttackRange = 450.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = SpectreGunshipGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 60 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon A10ThunderboltMissileWeapon PrimaryDamage = 200.0 ;GS changed to what it was secretly doing pending review PrimaryDamageRadius = 50.0 AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 20000 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon NeutronMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------ Weapon ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon ScudStormDamageWeapon PrimaryDamage = 500.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 150.0 ;50.0 SecondaryDamageRadius = 200.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ScudStormDamageWeaponUpgraded PrimaryDamage = 500.0 PrimaryDamageRadius = 50.0 ;25.0 SecondaryDamage = 200.0 ;100.0 SecondaryDamageRadius = 200.0 ;50.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec FireFX = ScudStormMissileDetonation FireOCL = OCL_PoisonFieldUpgradedLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon AuroraBombWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 20.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = AuroraBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon RaptorJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320 ;400.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 8000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon RaptorJetLaserGuidedMissileWeapon PrimaryDamage = 125.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 8000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon AircraftCarrierRaptorJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320 ;400.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 1000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon AircraftCarrierRaptorJetLaserGuidedMissileWeapon PrimaryDamage = 125.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 1000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 220 ;320.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = StealthJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon CINE_StealthJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = StealthJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon StealthJetLaserGuidedMissileWeapon PrimaryDamage = 125.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 220 ;320.0 MinimumAttackRange = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed DamageType = STEALTHJET_MISSILES ;good against buildings, ok against everything else DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = StealthJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = StealthJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon DaisyCutterDetonationWeapon PrimaryDamage = 2000.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DaisyCutterFlameWeapon PrimaryDamage = 5.0 ; Just a spot of flame to light trees on fire PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;THE MOTHER OF ALL EXPLOSIONS ;------------------------------------------------------------------------------ Weapon MOABDetonationWeapon PrimaryDamage = 2000.0 ;150.0 PrimaryDamageRadius = 150.0 ;100.0 AttackRange = 100.0 ShockWaveAmount = 250.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 200.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. FireFX = WeaponFX_MOAB_Blast DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon MOABFlameWeapon PrimaryDamage = 5.0 ; Just a spot of flame to light trees on fire PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon CarpetBombWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BlackMarketNukeWeapon PrimaryDamage = 800.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireOCL = OCL_RadiationFieldLarge RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;-------------------------------------------------------------------------------- Weapon AnthraxBombWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireOCL = OCL_PoisonFieldAnthraxBomb ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon PatriotMissileWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon PatriotMissileWeaponAir PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ ; For use with the Assisted Targeting Update. No Assist Listing and longer range Weapon PatriotMissileAssistWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon TunnelDefenderRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ Weapon TunnelDefenderBikerRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ ;Also known as the RocketBuggyWeapon for those of you doing a search for it. Weapon BuggyRocketWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes 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) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ ;Also known as the RocketBuggyWeapon for those of you doing a search for it. Weapon CINE_BuggyRocketWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ Weapon BuggyRocketWeaponUpgraded PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 12 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes 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) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ Weapon StingerMissileWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon CINE_StingerMissileWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2250.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon StingerMissileWeaponAir PrimaryDamage = 30.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = StingerMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon SuicideDynamitePack PrimaryDamage = 500.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon SuicideBikeBomb PrimaryDamage = 700.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon SuicideCarBomb PrimaryDamage = 700.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ ;****************************Required For CHI01 INTRO************************** Weapon CINEConvoyNuke PrimaryDamage = 800.0 PrimaryDamageRadius = 100.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_CINEConvoyNuke FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon HijackVehicle PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = KILL_PILOT DeathType = NORMAL WeaponSpeed = 99999.0 FireFX = WeaponFX_GenericMachineGunFire FireSound = RebelWeapon ProjectileObject = NONE DelayBetweenShots = 0 ClipSize = 0 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BlackLotusBuildingCaptureHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 325 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon BlackLotusVehicleDisableHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 150.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon BlackLotusStealCashHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 75.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ Weapon HackerDisableBuildingHack LeechRangeWeapon = Yes PrimaryDamage = 0.0 PrimaryDamageRadius = 0.01 AttackRange = 75.0 DamageType = HACK DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air End ;------------------------------------------------------------------------------ ;This weapon fires standard anti-tank missiles at range ;------------------------------------------------------------------------------ Weapon ChinaInfantryTankHunterMissileLauncher PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ;ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TankHunterMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = TankHunterWeapon FireFX = FX_BuggyMissileIgnition ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon TNTDetonationWeapon ;Created by tankhunters PrimaryDamage = 500.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 150.0 SecondaryDamageRadius = 50.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No FireSound = BombTruckDefaultBombDetonation End ;------------------------------------------------------------------------------ Weapon BoobyTrapDetonationWeapon ;Created by Rebels as an upgrade PrimaryDamage = 200.0 PrimaryDamageRadius = 5.0 ; These ranges are the range past the boobytrapped objects' bounding circle SecondaryDamage = 50.0 SecondaryDamageRadius = 15.0 ; These ranges are the range past the boobytrapped objects' bounding circle DamageType = EXPLOSION DeathType = EXPLODED End ;------------------------------------------------------------------------------ Weapon BurtonC4ChargeWeapon LeechRangeWeapon = Yes PrimaryDamage = 2000.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 150.0 SecondaryDamageRadius = 75.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No FireSound = RemoteDemoChargeExplosion End ;------------------------------------------------------------------------------ Weapon RangerFlashBangGrenadeWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 40.0 AttackRange = 175.0 MinimumAttackRange = 20.0 DamageType = SURRENDER DeathType = NORMAL WeaponSpeed = 120 ProjectileObject = RangerFlashBangGrenade RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = RangerFlashBangWeapon ScatterRadius = 4 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RangerFlashBangGrenadeDetonation ProjectileCollidesWith = STRUCTURES WALLS AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon PTBoatGun PrimaryDamage = 30.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = TechnicalWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon TechnicalMachineGunWeapon PrimaryDamage = 10.0 ; 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = TechnicalWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon TechnicalRPGWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED ProjectileObject = TechnicalRPGMissile ProjectileExhaust = InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = TunnelRocketWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No End ;------------------------------------------------------------------------------ Weapon QuadCannonGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeOne PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ;250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeOneAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ;250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeTwo PrimaryDamage = 8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 150.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 25 ;125 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon QuadCannonGunUpgradeTwoAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 25 ;125 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ Weapon SuicideBomb PrimaryDamage = 300.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 60.0 SecondaryDamageRadius = 50.0 LeechRangeWeapon = Yes ; so if it gets in range of a unit moving away from it, it still detonates. jba. AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = Explosion End ;------------------------------------------------------------------------------ Weapon NuclearTankDeathWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 10.0 SecondaryDamageRadius = 75.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_RadiationFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon ChinaPowerPlantDeathWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = FX_ChinaPowerPlantDeath FireOCL = OCL_RadiationFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon TomahawkMissileWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 PreAttackDelay = 250 PreAttackType = PER_SHOT ; Do the delay every single shot MinimumAttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_TomahawkIgnition ProjectileObject = TomahawkMissile ProjectileExhaust = TomahawkMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = TomahawkWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 7000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition CapableOfFollowingWaypoints = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon AmbulanceCleanHazardWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 50.0 AttackRange = 100.0 ;This breaks (deadlocks) the AI when ambulance is on top of a "toxic point" to attack. ;MinimumAttackRange = 10.0 DamageType = HAZARD_CLEANUP DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = CleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon BioHazardTechCleanHazardWeapon PrimaryDamage = 4.0 PrimaryDamageRadius = 25.0 AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = HAZARD_CLEANUP DeathType = NORMAL WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = BioHazardCleanupStreamProjectile FireFX = WeaponFX_CleanupFireWeapon ProjectileDetonationFX = WeaponFX_CleanupToxinDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = CleanupHazardProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon DragonTankFlameWeapon PrimaryDamage = 10.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.0 SecondaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 75.0 MinimumAttackRange = 0; 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon DragonTankFireWallWeapon PrimaryDamage = 10.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.0 SecondaryDamageRadius = 10.0 AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation ProjectileDetonationOCL = OCL_FireWallSegment FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon DragonTankFlameWeaponUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.25 SecondaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 75.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon DragonTankFireWallWeaponUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 5.0 SecondaryDamage = 1.25 SecondaryDamageRadius = 10.0 AttackRange = 25.0 ; About the range from unit to start of fire. DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectileUpgraded FireFX = WeaponFX_DragonTankFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded ProjectileDetonationOCL = OCL_FireWallSegmentUpgraded FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY End ;------------------------------------------------------------------------------ Weapon ToxinTruckGun PrimaryDamage = 10.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunUpgraded PrimaryDamage = 12.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayer PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerUpgraded PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunPlusOne PrimaryDamage = 12.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunUpgradedPlusOne PrimaryDamage = 15.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerPlusOne PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerUpgradedPlusOne PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunPlusTwo PrimaryDamage = 15.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectile FireFX = WeaponFX_ToxinTruckFlameWeapon ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckGunUpgradedPlusTwo PrimaryDamage = 20.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerPlusTwo PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzle ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGround FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon ToxinTruckSprayerUpgradedPlusTwo PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 4.0 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = WeaponFX_ToxinTruckSprayNozzleUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckSprayGroundUpgraded FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon FireWallSegmentWeapon PrimaryDamage = 4.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon FireWallSegmentUpgradedWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon ParticleUplinkCannonBeamTrailRemnantWeapon PrimaryDamage = 15.0 ;30.0 PrimaryDamageRadius = 10.0 DamageType = PARTICLE_BEAM DeathType = BURNED WeaponSpeed = 250 ; dist/sec ; FireFx left commented out to illustrate particle presence is on object ;FireFX = WeaponFX_SmallFireFieldWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon DirtyNukeCreationWeapon ; Nukes are complicated, so we need to spawn an object, not just do damage FireOCL = OCL_DirtyNuke End ;------------------------------------------------------------------------------ Weapon SmallFireFieldWeapon PrimaryDamage = 5.0 ;will do this 10 times in 2.5 seconds - DB PrimaryDamageRadius = 30.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ;Commented out to show effect was moved to object itself. Note that if the damage radius ;changed then the art must be changed now too becuase of this. ;FireFX = WeaponFX_SmallFireFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallFireFieldWeaponUpgraded PrimaryDamage = 7.5 PrimaryDamageRadius = 30.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec ;Commented out to show effect was moved to object itself. Note that if the damage radius ;changed then the art must be changed now too becuase of this. ;FireFX = WeaponFX_SmallFireFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ ;This weapon is used at the core of every damage field to kill other fields to prevent stacking Weapon HazardFieldCoreWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 AttackRange = 15.0 DamageType = HAZARD_CLEANUP RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; This clip pattern insures that the new field kills the old fields DelayBetweenShots = 5 ClipSize = 1 ClipReloadTime = 100000 End ;------------------------------------------------------------------------------ Weapon LargePoisonFieldWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 140.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumPoisonFieldWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 80.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallPoisonFieldWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 12.0 ;7.5 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon AnthraxBombPoisonFieldWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 300.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon LargePoisonFieldWeaponUpgraded PrimaryDamage = 25.0 PrimaryDamageRadius = 140.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumPoisonFieldWeaponUpgraded PrimaryDamage = 2.5 PrimaryDamageRadius = 80.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallPoisonFieldWeaponUpgraded PrimaryDamage = 2.5 PrimaryDamageRadius = 7.5 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon LargeRadiationFieldWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 200.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon MediumRadiationFieldWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 50.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SmallRadiationFieldWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 25.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon NukeRadiationFieldWeapon PrimaryDamage = 25.0 PrimaryDamageRadius = 200.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too SuspendFXDelay = 10000;milliseconds RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon TreeFireDealDamageWeapon PrimaryDamage = 5.0 PrimaryDamageRadius = 2.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BurningEmberWeapon PrimaryDamage = 2.0 PrimaryDamageRadius = 2.0 AttackRange = 100.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; firing this weapon just creates a Firestorm object. Weapon FirestormSmallCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = OCL_FirestormSmall End ;------------------------------------------------------------------------------ ; firing this weapon just creates a Firestorm object. Weapon BlackNapalmFirestormSmallCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = OCL_BlackNapalmFirestormSmall End ;------------------------------------------------------------------------------ Weapon TroopCrawlerAssault PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.0 AttackRange = 175.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks! DamageType = DEPLOY DeathType = NORMAL WeaponSpeed = 0 ; dist/sec ProjectileObject = NONE FireFX = None RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon AircraftCarrierOrderLaunch PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.0 AttackRange = 1000000.0 DamageType = DEPLOY DeathType = NORMAL WeaponSpeed = 0 ; dist/sec ProjectileObject = NONE FireFX = None DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon InfernoCannonGun PrimaryDamage = 30.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300 MinimumAttackRange = 50.0 MinTargetPitch = -90 MaxTargetPitch = 79 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 250 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer FireSound = InfernoCannonWeapon ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 4000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec HistoricBonusTime = 3000 HistoricBonusCount = 6 HistoricBonusRadius = 20 HistoricBonusWeapon = FirestormSmallCreationWeapon End ;------------------------------------------------------------------------------ Weapon InfernoCannonGunUpgraded PrimaryDamage = 30.0 PrimaryDamageRadius = 15.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300 MinimumAttackRange = 50.0 MinTargetPitch = -90 MaxTargetPitch = 79 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 250 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ProjectileObject = InfernoTankShellUpgraded FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer FireSound = InfernoCannonWeapon ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 4000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec HistoricBonusTime = 3000 HistoricBonusCount = 6 HistoricBonusRadius = 20 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon End ;------------------------------------------------------------------------------ Weapon SmallFireFieldCreationWeapon FireOCL = OCL_FireFieldSmall PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 End ;------------------------------------------------------------------------------ Weapon SmallFireFieldUpgradedCreationWeapon FireOCL = OCL_FireFieldUpgradedSmall PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 End ;------------------------------------------------------------------------------ Weapon NukeCannonGun PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 150.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 200 ; dist/sec ProjectileObject = NukeCannonShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash ProjectileDetonationFX = WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ ;*********************** Cinematic Only Unit ********************************** Weapon CINE_NukeCannonGun PrimaryDamage = 1 PrimaryDamageRadius = 1 SecondaryDamage = 1 SecondaryDamageRadius = 1 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2000.0 MinimumAttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 2000 ; dist/sec FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunExplosive PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunExplosivePlusOne PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunExplosivePlusTwo PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 75.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;----------------------------------------------------------------------------------- Weapon CINE_SCUDLauncherGunExplosive PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = CINE_SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunToxin PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin ProjectileDetonationOCL = OCL_PoisonFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunToxinPlusOne PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin ProjectileDetonationOCL = OCL_PoisonFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunToxinPlusTwo PrimaryDamage = 250.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin ProjectileDetonationOCL = OCL_PoisonFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunAnthrax PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunAnthraxPlusOne PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon SCUDLauncherGunAnthraxPlusTwo PrimaryDamage = 250.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon StingerSiteDeathConcussion PrimaryDamage = 5.0 PrimaryDamageRadius = 25.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; This is the weapon used by crushing buildings. It's supposed to kill everything it hits. Weapon ToppledStructureWeapon PrimaryDamage = 9999.0 PrimaryDamageRadius = 20.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ ; This is the weapon used by avalanche bits. It's supposed to crush everything it hits. Weapon AvalancheWeapon PrimaryDamage = 9999.0 PrimaryDamageRadius = 50.0 AttackRange = 50.0 DamageType = CRUSH DeathType = CRUSHED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon NapalmMissileWeapon PrimaryDamage = 75.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = JET_MISSILES ; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation ProjectileDetonationOCL = OCL_FireFieldSmall DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon BlackNapalmMissileWeapon PrimaryDamage = 75.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 30.0 DamageType = EXPLOSION DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_BlackNapalmExplosion ProjectileDetonationOCL = OCL_FireFieldUpgradedSmall DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon NukeMissileWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 75.0 DamageType = EXPLOSION DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldSmall DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ShowsAmmoPips = Yes ShockWaveAmount = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon BattleshipBogusGun ; We need to have the weapon do some damage, or attacking will not occur because it's ; rejected as not having any kind of weapon that does damage PrimaryDamage = 0.00001 ; does no damage, because the gun firing is only for show, anyway... ; please DON'T adjust this value. to adjust the damage really done by battleships, ; adjust the damage values in BattleshipTargetDamagedWeapon! PrimaryDamageRadius = 0.0 AttackRange = 99999.0 DamageType = UNRESISTABLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_BattleshipBogusGun FireSound = BattleshipWeapon RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1500 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon BattleshipUSSBenderGun PrimaryDamage = 300.0 PrimaryDamageRadius = 15.0 AttackRange = 99999.0 ScatterRadius = 40.0 ScatterRadiusVsInfantry = 40.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 400.0 ; dist/sec (huge value == effectively instant) ProjectileObject = USSBenderGunShell FireFX = WeaponFX_BattleshipBogusGun ProjectileDetonationFX = FX_StrategyCenterBarrage FireSound = BattleshipWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = No ;No longer reloads (fired from special power only) End ;------------------------------------------------------------------------------ Weapon BattleshipDemoGun ; We need to have the weapon do some damage, or attacking will not occur because it's ; rejected as not having any kind of weapon that does damage PrimaryDamage = 200.0 PrimaryDamageRadius = 15.0 AttackRange = 99999.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 500.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GenericTankShell FireFX = WeaponFX_BattleshipBogusGun ProjectileDetonationFX = FX_StrategyCenterBarrage FireSound = BattleshipWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) AutoReloadsClip = No ;No longer reloads (fired from special power only) End ;------------------------------------------------------------------------------ Weapon BattleshipTargetDamagedWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 30.0 SecondaryDamageRadius = 65.0 AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_BattleshipTargetExplode FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon CINE_u02_BattleshipTargetDamagedWeapon PrimaryDamage = 1000.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 300.0 SecondaryDamageRadius = 65.0 AttackRange = 0.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_BattleshipTargetExplode FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon StructureMineWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 3.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 5.0 AttackRange = 0.0 DamageType = LAND_MINE DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_MineDetonation RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon StructureUpgradeEMPMineWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 3.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 5.0 AttackRange = 0.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_UpgradeMineDetonation RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon ClusterMineWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 3.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 5.0 AttackRange = 0.0 DamageType = LAND_MINE DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_MineDetonation RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BattleDroneMachineGun PrimaryDamage = 1 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 110.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire FireSound = BattleDroneWeapon RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End ;------------------------------------------------------------------------------ ;---- ANGRY MOB WEAPONS ---------------------------------------------------- ;------------------------------------------------------------------------------ Weapon GLAAngryMobNexusHarmlessWeapon ;;; allows AI to set targets and victims and condition states ;;; without really doing any harm PrimaryDamage = 0.001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 90.0 ;70.0 ;; small so the whole mob can get in close DamageType = UNRESISTABLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon GLAAngryMobRockProjectileWeapon PrimaryDamage = 40.0 ;10.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 130 ; dist/sec (huge value == effectively instant) ProjectileObject = GLAAngryMobRockProjectileObject FireFX = NONE FireSound = AngryMobWeaponMolotov RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 500 ;3000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 500 ;2000 ; linked to the length of throw animation PreAttackType = PER_SHOT ; Do the delay every single shot ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GLAAngryMobMolotovCocktailProjectileWeapon PrimaryDamage = 40.0 ;40.0 PrimaryDamageRadius = 11.0 AttackRange = 100.0 MinimumAttackRange = 12; 40.0 DamageType = MOLOTOV_COCKTAIL ;used only by this weapon. Splits off so Dragon Tanks and Toxin Trucks are resistant. DeathType = NORMAL WeaponSpeed = 60 ; ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject FireFX = NONE RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 500 ;3000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec PreAttackDelay = 500 ;2000 ; linked to the length of throw animation PreAttackType = PER_SHOT ; Do the delay every single shot ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon GLAAngryMobPistolWeapon PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = AngryMobWeaponPistol RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 8 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 3000 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon GLAAngryMobAK47Weapon PrimaryDamage = 20.0 ;8.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_RangerAdvancedCombatRifleFire VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire FireSound = AngryMobWeaponAK47 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon GLAAngryMobAK47NoDamageWeapon PrimaryDamage = 0.001 ; THIS IS A SPECIAL NO-DAMAGE AK47 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_RangerAdvancedCombatRifleFire VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire FireSound = AngryMobWeaponAK47 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End ;------------------------------------------------------------------------------ Weapon WorkerMineDisarmingWeapon PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well AttackRange = 5.0 DamageType = DISARM DeathType = NORMAL ProjectileObject = NONE FireFX = WeaponFX_WorkerMineDisarming DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiGround = No AntiProjectile = No AntiSmallMissile = No AntiMine = Yes PreAttackDelay = 1000 ; we have to wave our magic wand over it a bit PreAttackType = PER_SHOT ; Do the delay every single shot ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm End ;------------------------------------------------------------------------------ Weapon DozerMineDisarmingWeapon PrimaryDamage = 1.0 ; this isn't really used, but must be nonzero for targeting to work well AttackRange = 5.0 DamageType = DISARM DeathType = NORMAL ProjectileObject = NONE FireFX = WeaponFX_DozerMineDisarming DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 4000 ; how long to reload a Clip, msec AntiGround = No AntiProjectile = No AntiSmallMissile = No AntiMine = Yes PreAttackDelay = 1200 ; this is the natural duration of PRE scooping animation PreAttackType = PER_ATTACK ; Do the delay every attack ContinueAttackRange = 100 ; after disarming a mine, look for additional mines within this dist to disarm End ;------------------------------------------------------------------------------ Weapon FakeStructureDetonationWeapon PrimaryDamage = 200.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DemoTrapDetonationWeapon PrimaryDamage = 600.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 400.0 SecondaryDamageRadius = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon DummyWeapon ;Nothing -- dummy weapon End ;------------------------------------------------------------------------------ ; This weapon kills itself (to presumably trigger detonations on death) Weapon SuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ ;This does no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon TerroristSuicideWeaponBioBombEffect FireFX = WeaponFX_BombTruckBioBombDetonation FireOCL = OCL_PoisonFieldSmall FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ; This weapon kills itself (to presumably trigger detonations on death) Weapon TerroristSuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;PreAttackDelay = 600 ;766 matches the animation timing his detonating End ;------------------------------------------------------------------------------ ; This weapon kills itself (to presumably trigger detonations on death) ; WITHOUT BEING PERMITTED TO TARGET ENEMIES WITH IT!!!! Weapon TerroristSuicideNotARealWeapon LeechRangeWeapon = Yes AttackRange = 0.0 PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;PreAttackDelay = 600 ;766 matches the animation timing his detonating End ;------------------------------------------------------------------------------ Weapon ConvoyTruckSuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireSound = MisGLA07Convoy16 End ;------------------------------------------------------------------------------ ;The basic explosive damage inflicted to nearby units when detonated. ;------------------------------------------------------------------------------ Weapon BombTruckDefaultBombDamage PrimaryDamage = 1000.0 PrimaryDamageRadius = 40.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 65.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;A larger explosive damage inflicted immediately to nearby units if the ;bomb-truck has the high-explosive upgrade. ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosionBombDamage PrimaryDamage = 2000.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 85.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;DEMO GENERAL VARIATION ;The basic explosive damage inflicted to nearby units when detonated. ;------------------------------------------------------------------------------ Weapon Demo_BombTruckDefaultBombDamage PrimaryDamage = 1000.0 PrimaryDamageRadius = 40.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 65.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;DEMO GENERAL VARIATION ;A larger explosive damage inflicted immediately to nearby units if the ;bomb-truck has the high-explosive upgrade. ;------------------------------------------------------------------------------ Weapon Demo_BombTruckHighExplosionBombDamage PrimaryDamage = 2000.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 85.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ;**** DON'T USE ANY EFFECTS!!! **** End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckDefaultBombEffect FireFX = WeaponFX_BombTruckDefaultBombDetonation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckBioBombEffect FireFX = WeaponFX_BombTruckBioBombDetonation FireOCL = OCL_PoisonFieldMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckAnthraxBombEffect FireFX = WeaponFX_BombTruckAnthraxBombDetonation FireOCL = OCL_PoisonFieldUpgradedMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveBombEffect FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveBioBombEffect FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation FireOCL = OCL_PoisonFieldMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckHighExplosiveAnthraxBombEffect FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation FireOCL = OCL_PoisonFieldUpgradedMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon BombTruckAnthraxGammaBombEffect FireFX = WeaponFX_BombTruckAnthraxGammaBombDetonation FireOCL = OCL_PoisonFieldGammaMedium FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon Demo_BombTruckDefaultBombEffect FireFX = Demo_WeaponFX_BombTruckDefaultBombDetonation ;red variation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------ Weapon Demo_BombTruckHighExplosiveBombEffect FireFX = Demo_WeaponFX_BombTruckHighExplosiveBombDetonation ;red variation FireSound = NoSound ; BombTruckBioBombDetonation End ;------------------------------------------------------------------------------ Weapon EruptionOfToxicGooWeaponLarge PrimaryDamage = 60.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 55.0 AttackRange = 0.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooLarge FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon EruptionOfToxicGooWeaponSmall PrimaryDamage = 30.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 20.0 SecondaryDamageRadius = 55.0 AttackRange = 0.0 DamageType = POISON DeathType = POISONED WeaponSpeed = 999999 ProjectileObject = NONE FireFX = WeaponFX_EruptionOfToxicGooSmall FireSound = ExplosionBattleshipTarget RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon MilitiaTankGun PrimaryDamage = 35.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 120.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = MilitiaTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon ArtilleryBarrageDamageWeapon PrimaryDamage = 105.0 ;GS changed to what it was secretly doing pending review PrimaryDamageRadius = 50.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileDetonationFX = FX_ArtilleryBarrage RadiusDamageAffects = ENEMIES NEUTRALS ALLIES DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon VehicleCrashesIntoBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 AttackRange = 0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE FireFX = FX_VehicleCrashesIntoBuilding FireOCL = OCL_VehicleCrashesIntoBuilding RadiusDamageAffects = ALLIES ENEMIES NEUTRALS End ;------------------------------------------------------------------------------ Weapon VehicleCrashesIntoNonBuildingWeapon PrimaryDamage = 30.0 ; token amount of damage PrimaryDamageRadius = 30.0 AttackRange = 0 DamageType = CRUSH DeathType = CRUSHED ProjectileObject = NONE ; no FX or OCL. RadiusDamageAffects = ALLIES ENEMIES NEUTRALS End ;------------------------------------------------------------------------------ Weapon ArtilleryPlatformGun PrimaryDamage = 100.0 PrimaryDamageRadius = 10.0 ScatterRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 ;500.0 MinimumAttackRange = 50.0 MinTargetPitch = -10 ; we may not target anything outside of this pitch range MaxTargetPitch = 80 ; ditto DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 150 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ; dist/sec ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_StrategyCenterBarrage FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ; ----------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; GENERALS CHALLENGE WEAPONS ; ----------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; CHEMICAL GENERAL ;------------------------------------------------------------------------------ Weapon GC_Chem_StingerMissileWeaponBeta PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End Weapon GC_Chem_StingerMissileWeaponAirBeta PrimaryDamage = 30.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes End Weapon GC_Chem_StingerMissileWeaponGamma PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End Weapon GC_Chem_StingerMissileWeaponAirGamma PrimaryDamage = 50.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes End ;------------------------------------------------------------------------------ Weapon GC_Chem_TunnelDefenderRocketWeaponBeta PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponGamma PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponBetaAir PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon GC_Chem_TunnelDefenderRocketWeaponGammaAir PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = GC_Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ Weapon GC_Chem_GLARebelGunBeta PrimaryDamage = 8.0 ;20.0 PrimaryDamageRadius = 10.0 ;20.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 ;125.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End Weapon GC_Chem_GLARebelGunGamma PrimaryDamage = 10.0 ;60.0 PrimaryDamageRadius = 10.0 ;20.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 ;125.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_TunnelNetworkGunBeta PrimaryDamage = 10.0 ;20.0 PrimaryDamageRadius = 10 ;20.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 160.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED_BETA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckStreamProjectileUpgraded FireFX = WeaponFX_ToxinTruckFlameWeaponUpgraded ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonationUpgraded FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_TunnelNetworkGunGamma PrimaryDamage = 12.5 ;60.0 PrimaryDamageRadius = 10.0 ;20.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 160.0 MinimumAttackRange = 0 ;20.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_LargePoisonFieldWeaponGamma PrimaryDamage = 25.0 PrimaryDamageRadius = 140.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon Chem_MediumPoisonFieldWeaponGamma PrimaryDamage = 2.5 PrimaryDamageRadius = 80.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_MediumPoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon Chem_SmallPoisonFieldWeaponGamma PrimaryDamage = 2.5 PrimaryDamageRadius = 7.5 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_SmallPoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 500 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckGunGamma PrimaryDamage = 20.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckGunGammaPlusOne PrimaryDamage = 24.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckGunGammaPlusTwo PrimaryDamage = 28.5 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 100.0 MinimumAttackRange = 10.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = GC_Chem_ToxinStreamProjectile FireFX = GC_Chem_WeaponFX_ToxinFlameWeaponGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinMissileDetonationGamma FireSound = ToxinTractorWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon HelixMinigunWeapon PrimaryDamage = 6.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireSound = HelixWeaponMachineGun FireFX = WeaponFX_Comanche20mmCannonFire VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = Yes End ; Lorenzen commented out 8/4... helix now keeps its minigun always, even when upgraded to gatt ;------------------------------------------------------------------------------ ;Weapon HelixHarmlessWeapon ; PrimaryDamage = 0.1 ; PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" ; AttackRange = 220.0 ;; ensure that this is always less than gattlingbuildinggun ; DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms ; DeathType = NORMAL ; WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ; ProjectileObject = NONE ; RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ; DelayBetweenShots = 100 ; time between shots, msec ; ClipSize = 0 ; how many shots in a Clip (0 == infinite) ; ClipReloadTime = 0 ; how long to reload a Clip, msec ; AntiAirborneVehicle = No ; AntiAirborneInfantry = Yes ;End ;------------------------------------------------------------------------------ Weapon NapalmBombWeapon PrimaryDamage = 75.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = EXPLOSION ; since creates OCL_FirestormSmall to do the flame damage DeathType = EXPLODED WeaponSpeed = 10 ; dist/sec AttackRange = 10.0 MinimumAttackRange = 0.0 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AntiGround = Yes FireOCL = OCL_FirestormSmall DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No End ;------------------------------------------------------------------------------ Weapon BlackNapalmBombWeapon PrimaryDamage = 75.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 10 ; dist/sec AttackRange = 10.0 MinimumAttackRange = 0 VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AntiGround = Yes FireOCL = OCL_BlackNapalmFirestormSmall DamageDealtAtSelfPosition = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckSprayerGamma PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 2.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckSprayerGammaPlusOne PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 3.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon Chem_ToxinTruckSprayerGammaPlusTwo PrimaryDamage = 0 PrimaryDamageRadius = 0.0 SecondaryDamage = 4.5 SecondaryDamageRadius = 75.0 AttackRange = 15.0 DamageType = POISON DeathType = POISONED_GAMMA WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = ToxinTruckSprayProjectile FireFX = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma ProjectileDetonationFX = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma FireSound = ToxinTractorContaminate FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireCoast = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!) ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon RadarVanBogusWeapon PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.0 AttackRange = 110.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks! DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 0 ; dist/sec ProjectileObject = NONE FireFX = None RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 End ;------------------------------------------------------------------------------ Weapon MicrowaveTankVehicleDisabler PrimaryDamage = 24.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 DamageType = SUBDUAL_VEHICLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = MicrowaveDisableStream LaserBoneName = WEAPON02 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No FireSound = MicrowaveWeaponLoop FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon MicrowaveTankBuildingDisabler PrimaryDamage = 50.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 DamageType = SUBDUAL_BUILDING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = MicrowaveDisableStream LaserBoneName = WEAPON02 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No FireSound = MicrowaveWeaponLoop FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon MicrowaveTankBuildingClearer PrimaryDamage = 1.0 ; Number of passengers to kill with each shot PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 125.0 DamageType = KILL_GARRISONED DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) LaserName = MicrowaveDisableStream LaserBoneName = WEAPON02 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No ; FireSound = AngryMobAmbientLoop ; FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon MicrowaveTankEmitterWeapon PrimaryDamage = 8.0 PrimaryDamageRadius = 100.0 DamageDealtAtSelfPosition = Yes ; RadiusDamageAngle = 180 ; leaving field commented out in case anybody else wants to use it. It's a good field. AttackRange = 100.0 DamageType = MICROWAVE DeathType = BURNED WeaponSpeed = 600 ; dist/sec FireFX = FX_MicrowaveTankEmitter ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ENEMIES NOT_AIRBORNE DelayBetweenShots = 250 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon ECMTankVehicleDisabler PrimaryDamage = 24.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 DamageType = SUBDUAL_VEHICLE DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) LaserName = ECMDisableStream LaserBoneName = WEAPONA01 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = No AntiAirborneInfantry = No FireSound = FrequencyJammerWeaponLoop FireSoundLoopTime = 120 ; loop the firing sound until there's this much delay between shots End ;------------------------------------------------------------------------------ Weapon ECMTankMissileJammer PrimaryDamage = 100.0 PrimaryDamageRadius = 150.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = SUBDUAL_MISSILE DeathType = NORMAL WeaponSpeed = 600 ; dist/sec RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 650 ; time between shots, msec FireFX = FX_ECMTankMissileJammerPulse End ;------------------------------------------------------------------------------ Weapon BattleShipGunReal PrimaryDamage = 200.0 PrimaryDamageRadius = 50.0 ScatterRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 20000.0 MinimumAttackRange = 50.0 MinTargetPitch = 45 ; we may not target anything outside of this pitch range MaxTargetPitch = 80 ; ditto DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 500 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_BattleshipBogusGun FireSound = BattleshipWeapon ProjectileDetonationFX = FX_StrategyCenterBarrage RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250.0 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 25000 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon NukeCannonNeutronWeapon PrimaryDamage = 1.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 150.0 DamageType = EXPLOSION DeathType = NORMAL WeaponSpeed = 200 ; dist/sec ProjectileObject = NeutronCannonShell FireFX = WeaponFX_NukeCannonMuzzleFlash FireSound = NukeCannonWeapon VeterancyFireFX = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash ProjectileDetonationFX = Neutron_WeaponFX_NukeCannon RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End Weapon NeutronMineWeapon PrimaryDamage = 1.0 PrimaryDamageRadius = 10.0 DamageType = EXPLOSION DeathType = NORMAL WeaponSpeed = 0.01 ; dist/sec ProjectileObject = NeutronBlastObject FireFX = Neutron_WeaponFX_Mine RadiusDamageAffects = SUICIDE SELF ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE ;ALLIES (Kris: no longer effects allies) DelayBetweenShots = 100000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon ChinaCarpetBombWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 75.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon FireBaseHowitzerGun PrimaryDamage = 75.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 275.0 MinimumAttackRange = 50.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = EXPLOSION DeathType = NORMAL WeaponSpeed = 300 ; dist/sec MinWeaponSpeed = 75 ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = FX_FireBaseHowitzerExplosion FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Chem_ToxinShellWeaponGamma ; No extra damage, just lays down a damage field PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldGammaSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End Weapon Chem_SCUDLauncherGunAnthraxGamma PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon Chem_SCUDLauncherGunAnthraxGammaPlusOne PrimaryDamage = 200.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ Weapon Chem_SCUDLauncherGunAnthraxGammaPlusTwo PrimaryDamage = 250.0 PrimaryDamageRadius = 30.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher does not apply to poison missiles End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;THE BABY SISTER OF ALL EXPLOSIONS... SNEAK ATTACK INITIAL "SHOVE" ;------------------------------------------------------------------------------ Weapon SneakAttackShockwaveWeaponSmall PrimaryDamage = 10 PrimaryDamageRadius = 35.0 AttackRange = 30.0 ShockWaveAmount = 10 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 10 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; 0.5 means at the shockwave edge, the shockwave amount is 50%. DamageType = MELEE DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2500 ; how long to reload a Clip, msec AutoReloadsClip = No End Weapon SneakAttackShockwaveWeaponMedium PrimaryDamage = 30 PrimaryDamageRadius = 50 AttackRange = 30.0 ShockWaveAmount = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 30 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; means at the shockwave edge, the shockwave amount is 50%. DamageType = MELEE DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2500 ; how long to reload a Clip, msec AutoReloadsClip = No End Weapon SneakAttackShockwaveWeaponBig PrimaryDamage = 50 PrimaryDamageRadius = 50 AttackRange = 30.0 ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.5 ; means at the shockwave edge, the shockwave amount is 50%. DamageType = MELEE DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2500 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon Tank_BattleMasterTankGun PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Tank_OverlordTankGun PrimaryDamage = 80 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1500 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Infa_MiniGunnerGun PrimaryDamage = 10.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 125.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RedGuardMinigunnerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 6 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 12 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon Infa_MiniGunnerGunAir PrimaryDamage = 12.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = GattlingTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 6 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 12 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon GC_Slth_GLAJarmenKellVehiclePilotSniperRifle PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = KILL_PILOT DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = JarmenKellWeaponSnipe RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon GC_Slth_GLAJarmenKellRifle PrimaryDamage = 180.0 PrimaryDamageRadius = 0.0 AttackRange = 225.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GC_Slth_JarmenKellBullet FireFX = WeaponFX_GenericMachineGunFire FireSound = JarmenKellWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade AllowAttackGarrisonedBldgs = Yes End ;------------------------------------------------------------------------------ Weapon GC_Slth_QuadCannonSnipeGun PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 300.0 DamageType = SNIPER DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire ; so the ground lighting effects do not give away position while stealthed FireSound = PathfinderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon Lazr_CrusaderTankGun PrimaryDamage = 80.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 99999 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing LaserName = Lazr_CrusaderLaserBeam LaserBoneName = TurretMS01 FireFX = Lazr_WeaponFX_LaserCrusader RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2300 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES WALLS DelayBetweenShots = 2000 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon Lazr_PaladinTankGun PrimaryDamage = 70.0 PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 99999 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing LaserName = Lazr_PaladinLaserBeam LaserBoneName = TurretMS01 FireFX = Lazr_WeaponFX_LaserCrusader RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Lazr_PatriotMissileWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999.0 LaserName = Lazr_PatriotLaserBeam LaserBoneName = WEAPONA01 FireFX = Lazr_WeaponFX_LaserCrusader RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon Lazr_PatriotMissileWeaponAir PrimaryDamage = 35.0 PrimaryDamageRadius = 3.0 AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 999999.0 LaserName = Lazr_PaladinLaserBeam LaserBoneName = WEAPONA01 FireFX = Lazr_WeaponFX_Laser RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ ; For use with the Assisted Targeting Update. No Assist Listing and longer range Weapon Lazr_PatriotMissileAssistWeapon PrimaryDamage = 35.0 PrimaryDamageRadius = 3.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 999999.0 ; ignored for projectile weapons LaserName = Lazr_PaladinLaserBeam LaserBoneName = WEAPONA01 FireFX = Lazr_WeaponFX_Laser RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon GC_Chem_SuicideDynamitePackBeta PrimaryDamage = 500.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie FireOCL = OCL_PoisonFieldUpgradedMedium End ;------------------------------------------------------------------------------ Weapon GC_Chem_SuicideDynamitePackGamma PrimaryDamage = 600.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie FireOCL = OCL_PoisonFieldGammaMedium End ;------------------------------------------------------------------------------ Weapon GC_Chem_ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = GC_Chem_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon Chem_ScudStormDamageWeaponGamma PrimaryDamage = 550.0 PrimaryDamageRadius = 50.0 ;25.0 SecondaryDamage = 200.0 ;100.0 SecondaryDamageRadius = 200.0 ;50.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec FireFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax FireOCL = OCL_PoisonFieldGammaLarge ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;------------------------------------------------------------------------------ Weapon ListeningOutpostUpgradedDummyWeapon PrimaryDamage = 0.1 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 90.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn End ;------------------------------------------------------------------------------ Weapon BattleBusPassengerDummyWeapon PrimaryDamage = 0.001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 90.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn End ;------------------------------------------------------------------------------ Weapon Infa_ChinaVehicleTroopCrawlerDummyWeapon PrimaryDamage = 0.001 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 60.0 ; Small enough that the minigunners at their bones can shoot their gun. DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 10000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; I'm not really shooting, my buddies are. So no need to turn End ;------------------------------------------------------------------------------ Weapon BunkerBusterShockwaveWeaponSmall PrimaryDamage = 10 PrimaryDamageRadius = 50.0 AttackRange = 30.0 ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.3 ; 0.3 means at the shockwave edge, the shockwave amount is 30%. DamageType = MELEE DeathType = NORMAL WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 99999 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2500 ; how long to reload a Clip, msec AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon Demo_DemoTrapDetonationWeapon PrimaryDamage = 700.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 500.0 SecondaryDamageRadius = 50.0 ShockWaveAmount = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.7 ; 0.3 means at the shockwave edge, the shockwave amount is 30%. DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon Demo_SuicideDynamitePack PrimaryDamage = 500.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_DemoSuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon Demo_SuicideDynamitePackPlusFire PrimaryDamage = 500.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 300.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_DemoSuicideDynamitePackDetonationPlusFire FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon Demo_TerroristOnCombatBikeSuicideDynamitePack PrimaryDamage = 800.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 500.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon Demo_TerroristOnCombatBikeSuicideDynamitePackPlusFire PrimaryDamage = 800.0 ;was 150.0 PrimaryDamageRadius = 18.0 ;was 6.0 SecondaryDamage = 500.0 ;was 30.0 SecondaryDamageRadius = 50.0 ;was 25.0 AttackRange = 5.0 ; must be very close to use this weapon! DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_SuicideDynamitePackDetonationPlusFire FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon AirF_PointDefenseLaser PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 250 ; time between shots, msec ;DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = AirF_PointDefenseLaserBeam LaserBoneName = WeaponA01 FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon CruiseMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = CruiseMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------ ; CHEMICAL GENERAL ;------------------------------------------------------------------------------ Weapon Chem_StingerMissileWeaponBeta PrimaryDamage = 20.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End Weapon Chem_StingerMissileWeaponAirBeta PrimaryDamage = 30.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes End Weapon Chem_StingerMissileWeaponGamma PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 750 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES End Weapon Chem_StingerMissileWeaponAirGamma PrimaryDamage = 50.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC Chem_InfantryStingerMissileExhaustGamma RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireFX = FX_StingerMissileIgnition FireSound = StingerMissileWeapon ProjectileDetonationFX = WeaponFX_StingerMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No AntiBallisticMissile = Yes End ;------------------------------------------------------------------------------ Weapon Chem_TunnelDefenderRocketWeaponBeta PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponGamma PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponBetaAir PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End Weapon Chem_TunnelDefenderRocketWeaponGammaAir PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = Chem_StingerMissile ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_StingerMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ Weapon Chem_ScorpionMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ;ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon Chem_ScorpionMissileWeaponGamma PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon Chem_ScorpionTankGunPlusOne PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall End ;------------------------------------------------------------------------------ Weapon Chem_ScorpionMissileWeaponPlusTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall End ;------------------------------------------------------------------------------ Weapon Chem_TunnelDefenderBikerRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ Weapon Chem_TunnelDefenderBikerRocketWeaponGamma PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall AcceptableAimDelta = 20.0 End ;------------------------------------------------------------------------------ Weapon Chem_TechnicalRPGWeapon PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 0.0 ; When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED ProjectileObject = TechnicalRPGMissile ProjectileExhaust = InfantryStingerMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicInfantryStingerMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = TunnelRocketWeapon FireFX = None ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall End ;------------------------------------------------------------------------------ Weapon SupW_AuroraFuelBombWeapon PrimaryDamage = 400.0 PrimaryDamageRadius = 20.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = SupW_AuroraFuelAirBomb ; FireFX = FX_AuroraBombLaunch ; ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon SupW_FuelBombDetonationWeapon PrimaryDamage = 1000.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ShockWaveAmount = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 40.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon SupW_PatriotMissileWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 275.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ Weapon SupW_PatriotMissileWeaponAir PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 400 ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ ; For use with the Assisted Targeting Update. No Assist Listing and longer range Weapon SupW_EMPBlast PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 1 ; ignored for projectile weapons ProjectileObject = PatriotMissileEMPHelper RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 End ;------------------------------------------------------------------------------ Weapon Nuke_NukeMissileWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 DamageType = EXPLOSION DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon ProjectileDetonationOCL = OCL_RadiationFieldMedium DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ShowsAmmoPips = Yes ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.40 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon AirF_AuroraBombWeapon ;PrimaryDamage = 200.0 ;PrimaryDamageRadius = 40.0 PrimaryDamage = 2.0 PrimaryDamageRadius = 4.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = AirF_AuroraBomb ; FireFX = FX_AuroraBombLaunch ; ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon AirF_RaptorPointDefenseLaser PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 250 ; time between shots, msec ;DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = AvengerPointDefenseLaserBeam LaserBoneName = WeaponA01 FireFX = WeaponFX_PaladinPointDefenseLaser End Weapon AirF_RaptorJetMissileWeapon PrimaryDamage = 125.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = AirF_RaptorMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 75 ;150 ClipSize = 6 ClipReloadTime = 2000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon AirF_RaptorJetLaserGuidedMissileWeapon PrimaryDamage = 140.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = AirF_RaptorMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 75 ;150 ClipSize = 6 ClipReloadTime = 2000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------------------------------ Weapon AirF_AuroraBombDetonationWeapon PrimaryDamage = 1000.0 PrimaryDamageRadius = 100.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No ShockWaveAmount = 150.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 100.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon Demo_ScudStormDamageWeapon PrimaryDamage = 600.0 PrimaryDamageRadius = 75.0 SecondaryDamage = 150.0 SecondaryDamageRadius = 200.0 AttackRange = 200.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 700 ; dist/sec FireFX = Demo_ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ;NOTE: Removed the meta-physics for these missiles because it was causing some missles to stop and rotate in place. ;I don't know how to fix this. - Comes 6/03 ; ShockWaveAmount = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ; ShockWaveRadius = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ; ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon Demo_ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = Demo_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon Nuke_SmallRadiationFieldWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 35.0 AttackRange = 15.0 MinimumAttackRange = 0.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 600 ; dist/sec FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE DelayBetweenShots = 750 ; time between shots, msec End Weapon Nuke_ChinaCarpetBombWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 75.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireOCL = OCL_RadiationFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No ShockWaveAmount = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect ShockWaveRadius = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger. ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%. End ;------------------------------------------------------------------------------ Weapon Nuke_BattleMasterTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = Nuke_BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon Nuke_NukeShellWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 1.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ;FireFX = WeaponFX_NapalmMissileDetonation FireOCL = Nuke_OCL_RadiationFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Nuke_NuclearTankDeathWeapon PrimaryDamage = 110.0 ;was 25 PrimaryDamageRadius = 80.0 ;was 25 SecondaryDamage = 70.0 ;was 10 SecondaryDamageRadius = 100.0 ;was 75 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = Nuke_WeaponFX_NapalmMissileDetonation FireOCL = OCL_RadiationFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Nuke_OverlordTankGun PrimaryDamage = 80 ;100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 20.0 SecondaryDamageRadius = 10.0 AttackRange = 175.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = Nuke_OverlordTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 300 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ProjectileCollidesWith = STRUCTURES WALLS End ;;------------------------------------------------------------------------------ Weapon SupW_PointDefenseDroneLaserWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 65.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AcceptableAimDelta = 180 ; Don't need to turn at all. AntiSmallMissile = Yes AntiProjectile = No LaserName = SupW_PointDefenseDroneLaserBeam LaserBoneName = MUZZLE01 FireFX = WeaponFX_PaladinPointDefenseLaser End ;------------------------------------------------------------------------------ Weapon SupW_DefenseEmitterWeapon PrimaryDamage = 15.0 PrimaryDamageRadius = 50.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = RADIATION DeathType = NORMAL WeaponSpeed = 1000 ; dist/sec ;FireFX = SupW_FX_DefenseEmitter ; This FxList is marked UseCallersRadius, ; so the damage range can be tweaked and it will change the effect's radius too ;As it has been decided not to use this effect SteveM has commented it out. RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec End ;------------------------------------------------------------------------------ Weapon SupW_NeutronMissileWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 99999 ; not used for this weapon (it's "special") DamageType = RADIATION ; not used for this weapon (it's "special") DeathType = NORMAL WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = SupW_NeutronMissile ProjectileExhaust = NeutronMissileExhaust FireFX = WeaponFX_NeutronMissile ProjectileDetonationFX = None ; not used for this weapon (it's "special") RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; not used for this weapon (it's "special") ClipSize = 1 ; not used for this weapon (it's "special") ClipReloadTime = 0 ; not used for this weapon (it's "special") AutoReloadsClip = No ; not used for this weapon (it's "special") End ;------------------------------------------------------------------------------ Weapon Chem_ScudStormWeapon PrimaryDamage = 0 ; not used for this weapon (it's "special") PrimaryDamageRadius = 0 ; not used for this weapon (it's "special") AttackRange = 999999 ; not used for this weapon (it's "special") DamageType = EXPLOSION ; not used for this weapon (it's "special") DeathType = EXPLODED WeaponSpeed = 99999 ; not used for this weapon (it's "special") ProjectileObject = Chem_ScudStormMissile ProjectileExhaust = ScudMissileExhaust FireFX = WeaponFX_ScudStormMissile FireSound = ScudStormLaunch ProjectileDetonationFX = ScudStormMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = Min:100 Max:1000 ClipSize = 9 ClipReloadTime = 10000 ; give it time to sink into the ground AutoReloadsClip = Yes ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots ; These specific points are an even distribution simulating a 150 ScatterRadius. ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip. ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up) PreAttackType = PER_CLIP ; Do the delay the first shot of each clip AcceptableAimDelta = 180 ; Don't need to turn at all. ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon Chem_SuicideWeaponGamma ; No extra damage, just lays down a damage field PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldGammaSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Chem_SuicideWeapon ; No extra damage, just lays down a damage field PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = WeaponFX_ToxinShellWeapon FireOCL = OCL_PoisonFieldSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Chem_SuicideWeaponBeta ; No extra damage, just lays down a damage field PrimaryDamage = 200.0 PrimaryDamageRadius = 10.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE ; FireFX = WeaponFX_NapalmMissileDetonation FireOCL = OCL_PoisonFieldUpgradedSmall RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Chem_DemoTrapDetonationWeaponBeta PrimaryDamage = 250.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation FireOCL = OCL_PoisonFieldUpgradedMedium ; FireOCL = OCL_PoisonFieldGammaMedium PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon Chem_DemoTrapDetonationWeaponGamma PrimaryDamage = 250.0 PrimaryDamageRadius = 25.0 SecondaryDamage = 100.0 SecondaryDamageRadius = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 FireFX = WeaponFX_DemoTrapDetonation ; FireOCL = OCL_PoisonFieldUpgradedMedium FireOCL = OCL_PoisonFieldGammaMedium PlayFXWhenStealthed = Yes RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------------------ Weapon BunkerBusterAntiTunnelGarrisonWeaponWithABigName PrimaryDamage = 400.0 PrimaryDamageRadius = 10.0 ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. DamageType = PARTICLE_BEAM DeathType = EXPLODED WeaponSpeed = 99999.0 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS End ;------------------------------------------------------------------------------ Weapon HelixNukeBombDetonationWeaponWithAnEvenLongerName PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 60.0 AttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = NONE FireFX = Nuke_WeaponFX_NukeCannon FireOCL = OCL_RadiationFieldMedium RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiGround = Yes DamageDealtAtSelfPosition = Yes End ;------------------------------------------------------------------------------ Weapon Nuke_MiGMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = JET_MISSILES ; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 320.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = NapalmMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = WeaponFX_NapalmMissile FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = Yes ProjectileDetonationFX = WeaponFX_JetMissileDetonation ProjectileDetonationOCL = OCL_RadiationFieldSmall DamageDealtAtSelfPosition = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;--------------------------------------------------------------------------------- Weapon BuggyRocketREDWeapon PrimaryDamage = 20.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 AttackRange = 300.0 MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ProjectileObject = RocketBuggyMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 6000 ; how long to reload a Clip, msec AutoReloadsClip = Yes 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) FireFX = FX_BuggyMissileIgnition FireSound = RocketBuggyWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade ProjectileCollidesWith = STRUCTURES MissileCallsOnDie = Yes End ;------------------------------------------------------------------------------ Weapon REDMarauderTankGun PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 10 ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon REDMarauderTankGunUpgradeOne PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 AttackRange = 150.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon REDMarauderTankGunUpgradeTwo PrimaryDamage = 60.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 500 ; dist/sec WeaponRecoil = 10 ; angle to deflect the model when firing ProjectileObject = MarauderTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation FireSound = MarauderTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 100 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon REDScorpionMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End ;------------------------------------------------------------------------------ Weapon REDScorpionMissileWeaponPlusTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 80.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 MinimumAttackRange = 40.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = ScorpionMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = ScorpionMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade End Weapon DEMO_SCUDLauncherGunExplosive PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 350.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissile ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_DEMO_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon DEMO_SCUDLauncherGunExplosivePlusOne PrimaryDamage = 300.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusOne ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_DEMO_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;------------------------------------------------------------------------------ Weapon DEMO_SCUDLauncherGunExplosivePlusTwo PrimaryDamage = 400.0 PrimaryDamageRadius = 50.0 SecondaryDamage = 75.0 SecondaryDamageRadius = 100.0 ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 MinimumAttackRange = 200.0 PreAttackDelay = 500 PreAttackType = PER_SHOT ; Do the delay every single shot DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_ScudLauncherIgnition ProjectileObject = SCUDMissilePlusTwo ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust ProjectileDetonationFX = WeaponFX_DEMO_SCUDMissileDetonationExplosive RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = ScudLauncherWeapon DelayBetweenShots = 1 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 10000 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rockets upgrade for SCUD launcher End ;----------------------------------------------------------------------------------- Weapon DEMO_TunnelDefenderBikerRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_DEMORocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade AcceptableAimDelta = 20.0 End Weapon DemoTunnelDefenderRocketWeapon PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 MinimumAttackRange = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face. DamageType = INFANTRY_MISSILE ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = TunnelDefenderMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = RPGTrooperWeapon FireFX = None ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiAirborneVehicle = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade End ;------------------------------------------------------------------------------ Weapon DemoScorpionTankGunFXWeapon PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 AttackRange = 125.0 FireFX = WeaponFX_DEMOGenericTankShellDetonation End ;------------------------------------------------------------------------------ Weapon Chinook PrimaryDamage = 10.0 PrimaryDamageRadius = 5.0 ; 0 primary radius means "hits only intended victim" AttackRange = 200.0 MinimumAttackRange = 25.0 AcceptableAimDelta = 40 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 60 ; time between shots, msec ClipSize = 300 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ShowsAmmoPips = no End Weapon ChinaMLRSRocket PrimaryDamage = 200.0 PrimaryDamageRadius = 15.0 SecondaryDamage = 40.0 SecondaryDamageRadius = 30.0 DamageType = SMALL_ARMS; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 800.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = ScorpionMissile2 ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_ScudLauncherIgnition FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS AcceptableAimDelta = 30 DelayBetweenShots = 3000 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ; must return to base to reload this weapon AntiGround = No ProjectileDetonationFX = WeaponFX_raptorMissileDetonation DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End ;------------------------------------------------------ Weapon RocketMines PrimaryDamage = 0.001 ScatterRadius = 0 ;changed to zero, unless you want to soften the results of the table below ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 ScatterTarget = X:-0.067 Y: 0.667 ScatterTarget = X: 0.300 Y: 0.300 ScatterTarget = X: 0.767 Y: 0.000 ScatterTarget = X: 0.500 Y:-0.567 ScatterTarget = X:-0.333 Y:-0.800 ScatterTarget = X:-0.600 Y:-0.1333 ScatterTarget = X:-0.567 Y: 0.433 ScatterTarget = X: 0.000 Y: 0.133 ScatterTarget = X: 0.133 Y:-0.200 AttackRange = 300 MinimumAttackRange = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 300 MinWeaponSpeed = 75 ProjectileObject = ChinaSMine VeterancyFireFX = HEROIC HeroicMissileExhaust ProjectileExhaust = MissileExhaust FireFX = WeaponFX_BattleshipBogusGun FireSound = MigJetNapalmWeapon ProjectileDetonationFX = WeaponFX_MineDetonation ; RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 40 ClipSize = 10 ClipReloadTime = 80000 AutoReloadsClip = Yes End ;------------------------------------------------------------------------------ Weapon MIG1.44Weapon PrimaryDamage = 250.0 PrimaryDamageRadius = 40.0 AttackRange = 80.0 ; this needs to be pretty high, since the Aurora moves so fast ScatterRadius = 20.0 AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED WeaponSpeed = 100 ProjectileObject = AuroraBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 25000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon A10Vulcan PrimaryDamage = 60.0 PrimaryDamageRadius = 15.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 MinimumAttackRange = 125.0 AcceptableAimDelta = 40 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 60 ; time between shots, msec ClipSize = 200 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ShowsAmmoPips = no End ;------------------------------------------------------------------------------ Weapon A10CarpetBomb PrimaryDamage = 60.0 PrimaryDamageRadius = 30.0 AttackRange = 700.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 15 ; we don't really need to be aimed directly at the target. DamageType = AURORA_BOMB DeathType = EXPLODED ScatterRadius = 150.0 WeaponSpeed = 99999 ProjectileObject = ScorpionMissile FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ClipSize = 10 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 30000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End Weapon SupW_PatriotMissileAssistWeapon2 PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 450.0 ; at least Regular's range + regular's request assist range DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileObject = PatriotMissileEMP ProjectileExhaust = MissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid ProjectileCollidesWith = STRUCTURES End ;------------------------------------------------------------------------------ Weapon NukeTruck PrimaryDamage = 2000.0 PrimaryDamageRadius = 150.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_CINEConvoyNuke FireSound = CarBomberDie End ;------------------------------------------------------------------------------ Weapon t72TankGun PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 180.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = ScorpionTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ;Commented out to show it has been moved to ScoprionTankGunFXWeapon, ;because the art for the Toxin shell version incorporates the normal explosion. ; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = ScorpionTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End Weapon ToxinPlaneDrop PrimaryDamage = 150 PrimaryDamageRadius = 40.0 AttackRange = 140.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = ToxinPlaneDropObj FireSound = DaisyCutterWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 500 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ;RETURN_TO_BASE ProjectileDetonationFX = WeaponFX_SToxinPlaneSpray ProjectileDetonationOCL = OCL_PoisonFieldSmall ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AcceptableAimDelta = 360 AntiGround = Yes AntiAirborneVehicle = No ShowsAmmoPips = No AllowAttackGarrisonedBldgs = Yes End ;---------------------------------------------------------------------------------- Weapon ToxinPlaneSprayer PrimaryDamage = 300 PrimaryDamageRadius = 50.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 80.0 DamageType = POISON DeathType = POISONED FireOCL = OCL_PoisonFieldSmall ; FireSound = ToxinTractorContaminate ; FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AllowAttackGarrisonedBldgs = Yes End ;----------------------------------------------------------------- Weapon SuicidePWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End ;------------------------------------------------------------------- Weapon PlaneSuicideBomb PrimaryDamage = 600.0 PrimaryDamageRadius = 180.0 SecondaryDamage = 200.0 SecondaryDamageRadius = 130.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation FireOCL = OCL_PoisonFieldMedium FireSound = BombTruckBioBombDetonation ProjectileObject = NONE RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No AntiAirborneVehicle = Yes AntiGround = Yes DamageDealtAtSelfPosition = Yes End Weapon MIG29Weapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 SecondaryDamage = 5.0 SecondaryDamageRadius = 10.0 DamageType = EXPLOSION ; since creates FireField to do the flame damage DeathType = EXPLODED AttackRange = 600.0 MinimumAttackRange = 80.0 ; used to be 100.0, but that was too large for mig/missile speed ProjectileObject = RaptorJetMissile2 ProjectileExhaust = ScudMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = FX_ScudLauncherIgnition FireSound = MigJetNapalmWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS AcceptableAimDelta = 30 DelayBetweenShots = 300 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 8000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon AntiGround = No ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation ProjectileDetonationOCL = OCL_FireFieldSmall DamageDealtAtSelfPosition = Yes HistoricBonusTime = 3000 HistoricBonusCount = 8 HistoricBonusRadius = 100 HistoricBonusWeapon = FirestormSmallCreationWeapon ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes End Weapon SAMMissileWeaponAir PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 550.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ProjectileObject = SAMMissile ProjectileExhaust = ScudMissileExhaust FireFX = FX_BuggyMissileIgnition FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = Yes PreAttackDelay = 250 AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileCollidesWith = STRUCTURES End