#1
|
|||
|
|||
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 ask gold opinion...... to. ask gold opinion...... to. ask gold opinion...... to. |