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Weapon NukeBuggyRocketWeapon
PrimaryDamage = 50.0
PrimaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
SecondaryDamage = 20.0
SecondaryDamageRadius = 25.0
AttackRange = 320.0
MinimumAttackRange = 80.0 ;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 = Nuke_WeaponFX_NukeCannon
ProjectileDetonationOCL = OCL_RadiationFieldMedium
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
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 = 10 ; 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
ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon
ProjectileDetonationOCL = OCL_RadiationFieldMedium
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
MissileCallsOnDie = 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