; Weapon.ini
Weapon StrategyCenterGun
PrimaryDamage = 200.0
PrimaryDamageRadius = 25.0
ScatterRadius = 15.0
ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 400.0
MinimumAttackRange = 100.0
MinTargetPitch = 45 ; we may not target anything outside of this pitch range
MaxTargetPitch = 80 ; ditto
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 150 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
ProjectileObject = StrategyCenterArtilleryShell
FireFX = WeaponFX_GenericTankGunNoTracer
ProjectileDetonationFX = FX_ArtilleryBarrage
FireSound = StrategyCenter_ArtilleryRound
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 7000 ; time between shots, msec
ShotsPerBarrel = 1 ; By default, shoot one shot per barrel
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES WALLS
End
; ----------------------------------------------
;Original is WeaponFX_GenericTankGunNoTracer(FireFX)
FXList WeaponFX_GenericTankGunNoTracer
ViewShake
Type = NORMAL
End
LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End
ParticleSystem
Name = TankMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = TankMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = TankMuzzleFlare
OrientToObject = Yes
End
ParticleSystem
Name = TankMuzzleWave
OrientToObject = Yes
CreateAtGroundHeight = Yes
End
End
; ----------------------------------------------
;And here is a tankgun with a tracer so change the FireFX = WeaponFX_GenericTankGunNoTracer
to FireFX = WeaponFX_GenericTankGun
FXList WeaponFX_GenericTankGun
ViewShake
Type = NORMAL
End
LightPulse
Color = R:255 G:255 B:128
Radius = 25
IncreaseTime = 0
DecreaseTime = 500
End
Tracer
DecayAt = 0.5
Length = 20
Width = 0.5
Color = R:230 G:204 B:179
End
ParticleSystem
Name = TankMuzzleFlashSmoke
OrientToObject = Yes
RotateY = 90
End
ParticleSystem
Name = TankMuzzleFlashFlame
OrientToObject = Yes
RotateY = 90
End
End
; ----------------------------------------------
; Battleship stuff, parameters are self explanatory
;FXList.ini
; ----------------------------------------------
; weapon fx for firing the gun (but not the shells landing)
FXList WeaponFX_BattleshipBogusGun
; This is where the battleship shake needs to be set
ViewShake
Type = SEVERE
End
ParticleSystem
Name = BattleshipMuzzleFlashFlame
OrientToObject = Yes
End
ParticleSystem
Name = BattleshipMuzzleFlashSmoke
OrientToObject = Yes
End
ParticleSystem
Name = BattleshipMuzzleFlashWave
Offset = X:0.0 Y:0.0 Z:-20.0
OrientToObject = Yes
End
End
; ----------------------------------------------
; weapon fx for a "shell" "landing" on the target
; @todo srj -- placeholder FX
FXList WeaponFX_BattleshipTargetExplode
ViewShake
Type = SUBTLE
End
TerrainScorch
Type = RANDOM
Radius = 15
End
LightPulse
Color = R:255 G:128 B:51
Radius = 30
IncreaseTime = 0
DecreaseTime = 2333
End
ParticleSystem
Name = MortarDebris
End
ParticleSystem
Name = MortarDust
End
Sound
Name = ExplosionBattleshipTarget
End
End
; ----------------------------------------------