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Alt 19-07-2004, 03:01
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China GattlingCannon amendment of China Laser GattlingCannon???

China GattlingCannon amendment of China Laser GattlingCannon???
China GattlingCannon make amendment of front:
1:
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingBuildingGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
Weapon = SECONDARY GattlingBuildingGunAir
AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End

China GattlingCannon make amendment of aback:
1:
WeaponSet
Conditions = None
Weapon = PRIMARY LaserGattlingBuildingGunOne
Weapon = PRIMARY LaserGattlingBuildingGunTwo
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
Weapon = SECONDARY LaserGattlingBuildingGunAirOne
Weapon = SECONDARY LaserGattlingBuildingGunAirTwo
AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End

China GattlingCannon make amendment of front:
2:
;------------------------------------------------------------------------------
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 #118alue == 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 #118alues 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 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 #118alue == 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 #118alues 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 its AI can target air manually from out of range. Must match
;GattlingBuildingGunAirs 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 #118alue == 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 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 #118alue == 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 #118alues 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

China GattlingCannon make amendment of aback:
2:
Weapon LaserGattlingBuildingGunOne
PrimaryDamage = 70.0
PrimaryDamageRadius = 0.0
AttackRange = 2250.0
DamageType = GATTLING
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant)
LaserName = AvengerTargetingLaserBeam
LaserBoneName = Muzzle01
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = LaserCrusaderWeapon
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 LaserGattlingBuildingGunAirOne
PrimaryDamage = 5.0
PrimaryDamageRadius = 0.0
AttackRange = 400.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant)
LaserName = AvengerTargetingLaserBeam
LaserBoneName = Muzzle01
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = LaserCrusaderWeapon
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 LaserGattlingBuildingGunTwo
PrimaryDamage = 70.0
PrimaryDamageRadius = 0.0
AttackRange = 2250.0
DamageType = GATTLING
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant)
LaserName = AvengerTargetingLaserBeam
LaserBoneName = Muzzle02
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = LaserCrusaderWeapon
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 LaserGattlingBuildingGunAirTwo
PrimaryDamage = 85.0
PrimaryDamageRadius = 0.0
AttackRange = 4000.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant)
LaserName = AvengerTargetingLaserBeam
LaserBoneName = Muzzle02
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = LaserCrusaderWeapon
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 SpectreGattlingGun
PrimaryDamage = 190.0
PrimaryDamageRadius = 0.0
AttackRange = 3000.0
DamageType = GATTLING
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant)
LaserName = AvengerTargetingLaserBeam
LaserBoneName = Muzzle01
FireFX = WeaponFX_AvengerTargetDesignator
FireSound = LaserCrusaderWeapon
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 LaserGattlingBuildingGunAirDummy
PrimaryDamage = 0.0001
PrimaryDamageRadius = 0.0
AttackRange = 400.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500
ClipSize = 0
ClipReloadTime = 0
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiSmallMissile = No
AntiBallisticMissile = Yes
AntiGround = No
End

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