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empires mod scripts 10-21-2014

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  1. Vehicle_Weapons
  2. {
  3. "Standard Machine Gun"
  4. {
  5. "Name" "Standard Machine Gun" //name given when selecting weapons
  6. "HUD Name" "Std MG" //name displayed in the weapon area of the vehicle HUD
  7. "Description" "A small machine gun that fires anti-infantry rounds." //description given when selecting weapons
  8. "Icon" "vehicles/gui/weapons/mg_std_sml" //icon drawn in the GUI
  9. "HUD Icon" "vehicles/gui/weapons/mg"
  10. "Size" "1" //number of slots required when selecting weapons
  11. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  12. "Cost" "50" //cost of this weapon added onto vehicle cost
  13. "Team" "ALL" //team that can use this "NF" or "IMP"
  14. "Research" "" //name of research item that must be researched before using
  15. "Sound Firing" "Vehicle_MG.Fire"
  16. "Sound Impact" ""
  17. "Sound Reloading" "Vehicle_Weapon.Reload"
  18.  
  19. "Damage Type" "Bullet" //Which damage type this weapon falls under, armor, structures and infantry dictate the resistance against the chosen damage type.
  20. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles), 2 = explosive (hurts vehicles and has a radius damage around it based on 'explosion radius'"
  21. "Damage" "30" //damage done by projectile
  22. "Speed" "1000" //speed of projectile
  23. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  24. "Heat" "1" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  25. "Weight" "30" //weight in terms of effects on engine and weight restrictions for chassis
  26. "Cycle Time" "0.1" //time between shots
  27. "Clip Size" "60" //ammo loaded per reloads
  28. "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
  29. "Unlimited Ammo" "0"
  30. "Reload Time" "3.5" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  31. "Projectile Spread" "0.015" //only applicable to machine guns at the moment
  32. "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  33. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  34. "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
  35. "Explosion Force" "0" //force of explosion
  36.  
  37. //only for missile launchers
  38. "Dumb Missile" "0" //'1' if missile flies straight ahead
  39. "Homing Missile" "0" //'1' if missile flies towards locked on target
  40. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  41. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  42. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  43. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  44. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  45. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  46.  
  47. //for biological weapons: when a player or vehicle is hit, the damage (Damage) is inflicted every specified amount of seconds (Interval) over a total amount of time period (Time)
  48. //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
  49. "Player Bio Damage" "0" //damage inflicted to players every interval
  50. "Player Bio Time" "0" //total time to inflict damage to players
  51. "Player Bio Interval" "0" //time inbetween each infliction of damage to players
  52. "Vehicle Bio Damage" "0" //damage inflicted to vehicles every interval
  53. "Vehicle Bio Time" "0" //total time to inflict damage to vehicles
  54. "Vehicle Bio Interval" "0" //time inbetween each infliction of damage to vehicles
  55.  
  56. //effects
  57. "Tracer Type" "tracer_vehiclemg" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  58. "Muzzle Flash" "tracer_vehiclemg_muzzle"
  59.  
  60.  
  61.  
  62. //Falloff
  63. "Falloff" "2000"
  64. "Falloffbase" "0.8"
  65. "MinimalDamage" "15"
  66. }
  67. "Bio Machine Gun"
  68. {
  69. "Name" "Bio Machine Gun" //name given when selecting weapons
  70. "HUD Name" "Bio MG" //name displayed in the weapon area of the vehicle HUD
  71. "Description" "A small machine gun that fires bullets containing infectious material to do continual damage to a target." //description given when selecting weapons
  72. "Icon" "vehicles/gui/weapons/mg_bio_med" //icon drawn in the GUI
  73. "HUD Icon" "vehicles/gui/weapons/mg"
  74. "Size" "2" //number of slots required when selecting weapons
  75. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  76. "Cost" "60" //cost of this weapon added onto vehicle cost
  77. "Team" "ALL" //team that can use this "NF" or "IMP"
  78. "Research" "Biological Projectile" //name of research item that must be researched before using
  79. "Sound Firing" "Vehicle_BioMG.Fire"
  80. "Sound Impact" ""
  81. "Sound Reloading" "Vehicle_Weapon.Reload"
  82.  
  83. "Damage Type" "APBullet"
  84. "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles), 2 = explosive (hurts vehicles and has a radius damage around it based on 'explosion radius'"
  85. "Damage" "5" //damage done by projectile
  86. "Speed" "1000" //speed of projectile
  87. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  88. "Heat" "2.25" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  89. "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  90. "Cycle Time" "0.2" //time between shots
  91. "Clip Size" "30" //ammo loaded per reloads
  92. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  93. "Unlimited Ammo" "0"
  94. "Reload Time" "10.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  95. "Projectile Spread" "0.03" //only applicable to machine guns at the moment
  96. "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  97. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  98. "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
  99. "Explosion Force" "0" //force of explosion
  100.  
  101. //only for missile launchers
  102. "Dumb Missile" "0" //'1' if missile flies straight ahead
  103. "Homing Missile" "0" //'1' if missile flies towards locked on target
  104. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  105. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  106. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  107. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  108. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  109. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  110.  
  111. //for biological weapons: when a player or vehicle is hit, the damage (Damage) is inflicted every specified amount of seconds (Interval) over a total amount of time period (Time)
  112. //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
  113. "Player Bio Damage" "5" //damage inflicted to players every interval
  114. "Player Bio Time" "5" //total time to inflict damage to players
  115. "Player Bio Interval" "1" //time inbetween each infliction of damage to players
  116. "Vehicle Bio Damage" "5" //damage inflicted to vehicles every interval
  117. "Vehicle Bio Time" "5" //total time to inflict damage to vehicles
  118. "Vehicle Bio Interval" "1" //time inbetween each infliction of damage to vehicles
  119.  
  120. //explosion effects
  121. "Explosion Speed" "3" //how long the explosion sprite lives (15 is default)
  122. "Explosion Sprite" "1" //explosion sprite to use for explosion, 0 = default, 1 = green (bio), 2 = blue (plasma)
  123.  
  124. //effects
  125. "Tracer Type" "tracer_bio" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  126. "Muzzle Flash" "tracer_bio_muzzle"
  127.  
  128. //Falloff
  129. "Falloff" "2500"
  130. "Falloffbase" "0.8"
  131. "MinimalDamage" "4"
  132. }
  133. ".50 Caliber Medium Machine Gun"
  134. {
  135. "Name" ".50 Cal Medium MG" //name given when selecting weapons
  136. "HUD Name" ".50 MG" //name displayed in the weapon area of the vehicle HUD
  137. "Description" "A heavier .50 caliber firing medium machine gun." //description given when selecting weapons
  138. "Icon" "vehicles/gui/weapons/mg_50cal_med" //icon drawn in the GUI
  139. "HUD Icon" "vehicles/gui/weapons/mg"
  140. "Size" "2" //number of slots required when selecting weapons
  141. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  142. "Cost" "60" //cost of this weapon added onto vehicle cost
  143. "Team" "ALL" //team that can use this "NF" or "IMP"
  144. "Research" "Heavy Caliber Machine Gun" //name of research item that must be researched before using
  145. "Sound Firing" "Vehicle_L50MG.Fire"
  146. "Sound Impact" ""
  147. "Sound Reloading" "Vehicle_Weapon.Reload"
  148.  
  149. "Damage Type" "Bullet"
  150. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  151. "Damage" "35" //damage done by projectile
  152. "Speed" "1000" //speed of projectile
  153. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  154. "Heat" "0.8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  155. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  156. "Cycle Time" "0.06" //time between shots
  157. "Clip Size" "75" //ammo loaded per reloads
  158. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  159. "Unlimited Ammo" "0"
  160. "Reload Time" "8.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  161. "Projectile Spread" "0.01" //only applicable to machine guns at the moment
  162. "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  163. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  164. "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
  165. "Explosion Force" "0" //force of explosion
  166.  
  167.  
  168. //only for missile launchers
  169. "Dumb Missile" "0" //'1' if missile flies straight ahead
  170. "Homing Missile" "0" //'1' if missile flies towards locked on target
  171. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  172. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  173. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  174. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  175. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  176. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  177.  
  178. //effects
  179. "Tracer Type" "tracer_vehiclemg" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  180. "Muzzle Flash" "tracer_vehiclemg_muzzle"
  181. //Falloff
  182. "Falloff" "2500"
  183. "Falloffbase" "0.9"
  184. "MinimalDamage" "30"
  185.  
  186. }
  187. ".50 Caliber Heavy Machine Gun"
  188. {
  189. "Name" ".50 Cal Heavy MG" //name given when selecting weapons
  190. "HUD Name" ".50 HMG" //name displayed in the weapon area of the vehicle HUD
  191. "Description" "A heavier .50 caliber firing heavy machine gun." //description given when selecting weapons
  192. "Icon" "vehicles/gui/weapons/mg_50cal_hvy" //icon drawn in the GUI
  193. "HUD Icon" "vehicles/gui/weapons/mg"
  194. "Size" "3" //number of slots required when selecting weapons
  195. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  196. "Cost" "75" //cost of this weapon added onto vehicle cost
  197. "Team" "ALL" //team that can use this "NF" or "IMP"
  198. "Research" "Heavy Caliber Machine Gun" //name of research item that must be researched before using
  199. "Sound Firing" "Vehicle_H50MG.Fire"
  200. "Sound Impact" ""
  201. "Sound Reloading" "Vehicle_Weapon.Reload"
  202.  
  203. "Damage Type" "Bullet"
  204. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  205. "Damage" "43" //damage done by projectile
  206. "Speed" "1000" //speed of projectile
  207. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  208. "Heat" "0.8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  209. "Weight" "90" //weight in terms of effects on engine and weight restrictions for chassis
  210. "Cycle Time" "0.06" //time between shots
  211. "Clip Size" "125" //ammo loaded per reloads
  212. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  213. "Unlimited Ammo" "0"
  214. "Reload Time" "10.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  215. "Projectile Spread" "0.01" //only applicable to machine guns at the moment
  216. "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  217. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  218. "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
  219. "Explosion Force" "0" //force of explosion
  220.  
  221.  
  222. //only for missile launchers
  223. "Dumb Missile" "0" //'1' if missile flies straight ahead
  224. "Homing Missile" "0" //'1' if missile flies towards locked on target
  225. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  226. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  227. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  228. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  229. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  230. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  231.  
  232. //effects
  233. "Tracer Type" "tracer_vehiclemg" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  234. "Muzzle Flash" "tracer_vehiclemg_muzzle"
  235.  
  236. //Falloff
  237. "Falloff" "2500"
  238. "Falloffbase" "0.9"
  239. "MinimalDamage" "40"
  240.  
  241. }
  242. "Anti-Tank Machine Gun"
  243. {
  244. "Name" "Depleted Uranium MG" //name given when selecting weapons
  245. "HUD Name" "DU MG" //name displayed in the weapon area of the vehicle HUD
  246. "Description" "This machine gun fires ammunition which can damage vehicle armor." //description given when selecting weapons
  247. "Icon" "vehicles/gui/weapons/mg_du_med" //icon drawn in the GUI
  248. "HUD Icon" "vehicles/gui/weapons/mg"
  249. "Size" "2" //number of slots required when selecting weapons
  250. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  251. "Cost" "60" //cost of this weapon added onto vehicle cost
  252. "Team" "ALL" //team that can use this "NF" or "IMP"
  253. "Research" "Heavy Caliber Machine Gun" //name of research item that must be researched before using
  254. "Sound Firing" "Vehicle_DUMG.Fire"
  255. "Sound Impact" ""
  256. "Sound Reloading" "Vehicle_Weapon.Reload"
  257.  
  258. "Damage Type" "APBullet"
  259. "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  260. "Damage" "6" //damage done by projectile
  261. "Speed" "1000" //speed of projectile
  262. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  263. "Heat" "2" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  264. "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  265. "Cycle Time" "0.15" //time between shots
  266. "Clip Size" "140" //ammo loaded per reloads
  267. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  268. "Unlimited Ammo" "0"
  269. "Reload Time" "6.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  270. "Projectile Spread" "0.04" //only applicable to machine guns at the moment
  271. "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  272. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  273. "Explosion Radius" "50" //radius of damage sphere to hurt surrounding entities
  274. "Explosion Force" "30" //force of explosion
  275.  
  276.  
  277. //only for missile launchers
  278. "Dumb Missile" "0" //'1' if missile flies straight ahead
  279. "Homing Missile" "0" //'1' if missile flies towards locked on target
  280. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  281. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  282. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  283. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  284. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  285. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  286.  
  287. //effects
  288. "Tracer Type" "tracer_du" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  289. "Muzzle Flash" "tracer_du_muzzle"
  290.  
  291. //Falloff
  292. "Falloff" "2500"
  293. "Falloffbase" "0.6"
  294. "MinimalDamage" "5"
  295.  
  296. }
  297. "Anti-Tank Heavy Machine Gun"
  298. {
  299. "Name" "Depleted Uranium HMG" //name given when selecting weapons
  300. "HUD Name" "DU HMG" //name displayed in the weapon area of the vehicle HUD
  301. "Description" "This machine gun fires ammunition which can damage vehicle armor. It is more damaging than the standard version." //description given when selecting weapons
  302. "Icon" "vehicles/gui/weapons/mg_du_hvy" //icon drawn in the GUI
  303. "HUD Icon" "vehicles/gui/weapons/mg"
  304. "Size" "3" //number of slots required when selecting weapons
  305. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  306. "Cost" "75" //cost of this weapon added onto vehicle cost
  307. "Team" "ALL" //team that can use this "NF" or "IMP"
  308. "Research" "Heavy Caliber Machine Gun" //name of research item that must be researched before using
  309. "Sound Firing" "Vehicle_DUHMG.Fire"
  310. "Sound Impact" ""
  311. "Sound Reloading" "Vehicle_Weapon.Reload"
  312.  
  313. "Damage Type" "APBullet"
  314. "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  315. "Damage" "8" //damage done by projectile
  316. "Speed" "1000" //speed of projectile
  317. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  318. "Heat" "2.3" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  319. "Weight" "80" //weight in terms of effects on engine and weight restrictions for chassis
  320. "Cycle Time" "0.12" //time between shots
  321. "Clip Size" "180" //ammo loaded per reloads
  322. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  323. "Unlimited Ammo" "0"
  324. "Reload Time" "10.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  325. "Projectile Spread" "0.035" //only applicable to machine guns at the moment
  326. "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  327. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  328. "Explosion Radius" "50" //radius of damage sphere to hurt surrounding entities
  329. "Explosion Force" "30" //force of explosion
  330.  
  331.  
  332. //only for missile launchers
  333. "Dumb Missile" "0" //'1' if missile flies straight ahead
  334. "Homing Missile" "0" //'1' if missile flies towards locked on target
  335. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  336. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  337. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  338. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  339. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  340. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  341.  
  342. //effects
  343. "Tracer Type" "tracer_du" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  344. "Muzzle Flash" "tracer_du_muzzle"
  345.  
  346. //Falloff
  347. "Falloff" "2500"
  348. "Falloffbase" "0.6"
  349. "MinimalDamage" "6"
  350.  
  351. }
  352. "Chain Gun"
  353. {
  354. "Name" "Chain Gun" //name given when selecting weapons
  355. "HUD Name" "CG" //name displayed in the weapon area of the vehicle HUD
  356. "Description" "This chain gun fires at a very fast rate." //description given when selecting weapons
  357. "Icon" "vehicles/gui/weapons/mg_chain_sml" //icon drawn in the GUI
  358. "HUD Icon" "vehicles/gui/weapons/mg"
  359. "Size" "1" //number of slots required when selecting weapons
  360. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  361. "Cost" "50" //cost of this weapon added onto vehicle cost
  362. "Team" "ALL" //team that can use this "NF" or "IMP"
  363. "Research" "" //name of research item that must be researched before using
  364. "Sound Firing" "Vehicle_CGMG.Fire"
  365. "Sound Impact" ""
  366. "Sound Reloading" "Vehicle_Weapon.Reload"
  367.  
  368. "Damage Type" "Bullet"
  369. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  370. "Damage" "22" //damage done by projectile
  371. "Speed" "1000" //speed of projectile
  372. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  373. "Heat" "0.35" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  374. "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  375. "Cycle Time" "0.04" //time between shots
  376. "Clip Size" "200" //ammo loaded per reloads
  377. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  378. "Unlimited Ammo" "0"
  379. "Reload Time" "6.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  380. "Projectile Spread" "0.03" //only applicable to machine guns at the moment
  381. "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  382. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  383. "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
  384. "Explosion Force" "0" //force of explosion
  385.  
  386.  
  387. //only for missile launchers
  388. "Dumb Missile" "0" //'1' if missile flies straight ahead
  389. "Homing Missile" "0" //'1' if missile flies towards locked on target
  390. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  391. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  392. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  393. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  394. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  395. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  396.  
  397. //effects
  398. "Tracer Type" "tracer_cg" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  399. "Muzzle Flash" "tracer_cg_muzzle"
  400.  
  401. //Falloff
  402. "Falloff" "1500"
  403. "Falloffbase" "0.7"
  404. "MinimalDamage" "10"
  405.  
  406. }
  407. "Medium Chain Gun"
  408. {
  409. "Name" "Medium Chain Gun" //name given when selecting weapons
  410. "HUD Name" "Med CG" //name displayed in the weapon area of the vehicle HUD
  411. "Description" "This machine gun fires at a very fast rate. Its damage is greater than the smaller version." //description given when selecting weapons
  412. "Icon" "vehicles/gui/weapons/mg_chain_med" //icon drawn in the GUI
  413. "HUD Icon" "vehicles/gui/weapons/mg"
  414. "Size" "2" //number of slots required when selecting weapons
  415. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  416. "Cost" "55" //cost of this weapon added onto vehicle cost
  417. "Team" "ALL" //team that can use this "NF" or "IMP"
  418. "Research" "" //name of research item that must be researched before using
  419. "Sound Firing" "Vehicle_HCGMG.Fire"
  420. "Sound Impact" ""
  421. "Sound Reloading" "Vehicle_Weapon.Reload"
  422.  
  423. "Damage Type" "Bullet"
  424. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  425. "Damage" "30" //damage done by projectile
  426. "Speed" "1000" //speed of projectile
  427. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  428. "Heat" "0.35" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  429. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  430. "Cycle Time" "0.03" //time between shots
  431. "Clip Size" "250" //ammo loaded per reloads
  432. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  433. "Unlimited Ammo" "0"
  434. "Reload Time" "6.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  435. "Projectile Spread" "0.03" //only applicable to machine guns at the moment
  436. "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  437. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  438. "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
  439. "Explosion Force" "0" //force of explosion
  440.  
  441.  
  442. //only for missile launchers
  443. "Dumb Missile" "0" //'1' if missile flies straight ahead
  444. "Homing Missile" "0" //'1' if missile flies towards locked on target
  445. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  446. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  447. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  448. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  449. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  450. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  451.  
  452. //effects
  453. "Tracer Type" "tracer_cg" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  454. "Muzzle Flash" "tracer_cg_muzzle"
  455.  
  456. "Falloff" "1800"
  457. "Falloffbase" "0.7"
  458. "MinimalDamage" "15"
  459.  
  460.  
  461. }
  462. "Plasma Machine Gun"
  463. {
  464. "Name" "Plasma Machine Gun" //name given when selecting weapons
  465. "HUD Name" "Plasma MG" //name displayed in the weapon area of the vehicle HUD
  466. "Description" "This machine gun fires superheated rounds which are designed to overheat the target vehicle." //description given when selecting weapons
  467. "Icon" "vehicles/gui/weapons/mg_plasma_med" //icon drawn in the GUI
  468. "HUD Icon" "vehicles/gui/weapons/mg"
  469. "Size" "2" //number of slots required when selecting weapons
  470. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  471. "Cost" "50" //cost of this weapon added onto vehicle cost
  472. "Team" "ALL" //team that can use this "NF" or "IMP"
  473. "Research" "Plasma Bullet Projectile" //name of research item that must be researched before using
  474. "Sound Firing" "Vehicle_PlasmaMG.Fire"
  475. "Sound Impact" ""
  476. "Sound Reloading" "Vehicle_Weapon.Reload"
  477.  
  478. "Damage Type" "GeneralPhysics"
  479. "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  480. "Damage" "4" //damage done by projectile
  481. "Speed" "1000" //speed of projectile
  482. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  483. "Heat" "2" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  484. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  485. "Cycle Time" "0.24" //time between shots
  486. "Clip Size" "200" //ammo loaded per reloads
  487. "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
  488. "Unlimited Ammo" "0"
  489. "Reload Time" "3.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  490. "Projectile Spread" "0.04" //only applicable to machine guns at the moment
  491. "Heat To Target" "2" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  492. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  493. "Explosion Radius" "10" //radius of damage sphere to hurt surrounding entities
  494. "Explosion Force" "10" //force of explosion
  495.  
  496.  
  497. //only for missile launchers
  498. "Dumb Missile" "0" //'1' if missile flies straight ahead
  499. "Homing Missile" "0" //'1' if missile flies towards locked on target
  500. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  501. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  502. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  503. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  504. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  505. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  506.  
  507. //explosion effects
  508. "Explosion Speed" "2" //how fast the explosion sprite fades (15 is default fps)
  509. "Explosion Sprite" "2" //explosion sprite to use for explosion, 0 = default, 1 = green (bio), 2 = blue (plasma)
  510.  
  511. //effects
  512. "Tracer Type" "tracer_plasma" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  513. "Muzzle Flash" "tracer_plasma_muzzle"
  514. }
  515.  
  516. //NOTATION!
  517. //AMMO TYPE OF HEMG HAS TEMPORARELY CHANGED TO 1 (ARMOR PIERCING) FROM 2 (EXPLOSIVE) REQUESTED BY EMPTY
  518. "HE MG"
  519. {
  520. "HUD Name" "HE MG" //name displayed in the weapon area of the vehicle HUD
  521. "Name" "High Explosive MG" //name given when selecting weapons
  522. "Description" "This machine gun fires rounds which explode upon impact. It is very effective against vehicles." //description given when selecting weapons
  523. "Icon" "vehicles/gui/weapons/mg_he_med" //icon drawn in the GUI
  524. "HUD Icon" "vehicles/gui/weapons/mg"
  525. "Size" "2" //number of slots required when selecting weapons
  526. "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  527. "Cost" "75" //cost of this weapon added onto vehicle cost
  528. "Team" "ALL" //team that can use this "NF" or "IMP"
  529. "Research" "Explosive Tipped Bullets" //name of research item that must be researched before using
  530. "Sound Firing" "Vehicle_HEMG.Fire"
  531. "Sound Impact" ""
  532. "Sound Reloading" "Vehicle_Weapon.Reload"
  533.  
  534. "Damage Type" "BulletExplosive"
  535. "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  536. "Damage" "24" //damage done by projectile
  537. "Speed" "1000" //speed of projectile
  538. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  539. "Heat" "5" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  540. "Weight" "60" //weight in terms of effects on engine and weight restrictions for chassis
  541. "Cycle Time" "0.5" //time between shots
  542. "Clip Size" "40" //ammo loaded per reloads
  543. "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
  544. "Unlimited Ammo" "0"
  545. "Reload Time" "10" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  546. "Projectile Spread" "0.01" //only applicable to machine guns at the moment
  547. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  548. "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  549. "Explosion Radius" "120" //radius of damage sphere to hurt surrounding entities
  550. "Explosion Force" "50" //force of explosion
  551.  
  552.  
  553. //only for missile launchers
  554. "Dumb Missile" "0" //'1' if missile flies straight ahead
  555. "Homing Missile" "0" //'1' if missile flies towards locked on target
  556. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  557. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  558. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  559. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  560. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  561. "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  562.  
  563. //effects
  564. "Tracer Type" "tracer_he" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  565. "Muzzle Flash" "tracer_he_muzzle"
  566. }
  567. "Standard Cannon"
  568. {
  569. "Name" "Standard Cannon" //name given when selecting weapons
  570. "HUD Name" "Std CN" //name displayed in the weapon area of the vehicle HUD
  571. "Description" "A small caliber cannon that fires tank shells." //description given when selecting weapons
  572. "Icon" "vehicles/gui/weapons/cn_std_sml" //icon drawn in the GUI
  573. "HUD Icon" "vehicles/gui/weapons/cn"
  574. "Size" "1" //number of slots required when selecting weapons
  575. "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  576. "Cost" "50"
  577. "Team" "ALL" //team that can use this "NF" or "IMP"
  578. "Research" "" //name of research item that must be researched before using
  579. "Sound Firing" "Vehicle_CN.Fire"
  580. "Sound Impact" "Vehicle_CN.Impact"
  581. "Sound Reloading" ""
  582.  
  583. "Damage Type" "Kinetic"
  584. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  585.  
  586. "Damage" "50" //damage done by projectile
  587. "Speed" "3000" //speed of projectile
  588. "Gravity" "0.5" //effects of gravity on the projectile, only for projectiles
  589. "Heat" "10" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  590. "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  591. "Cycle Time" "1.4" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
  592. "Clip Size" "40" //ammo loaded per reloads
  593. "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
  594. "Unlimited Ammo" "0"
  595. "Reload Time" "0" //time to load one clip
  596. "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
  597. "Projectile Spread" "1" //only applicable to machine guns at the moment
  598. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  599. "Inertia" "1.5" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  600. "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
  601. "Explosion Force" "100" //force of explosion
  602. "Explosion Sprite" "1"
  603. "Muzzle Flash" "muzzle_std_cn"
  604.  
  605. //only for missile launchers
  606. "Dumb Missile" "0" //'1' if missile flies straight ahead
  607. "Homing Missile" "0" //'1' if missile flies towards locked on target
  608. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  609. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  610. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  611. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  612. }
  613.  
  614. "Ranged Cannon"
  615. {
  616. "Name" "Ranged Cannon" //name given when selecting weapons
  617. "HUD Name" "Ranged CN" //name displayed in the weapon area of the vehicle HUD
  618. "Description" "A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges." //description given when selecting weapons
  619. "Icon" "vehicles/gui/weapons/cn_ranged_med" //icon drawn in the GUI
  620. "HUD Icon" "vehicles/gui/weapons/cn"
  621. "Size" "2" //number of slots required when selecting weapons
  622. "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  623. "Cost" "60"
  624. "Team" "ALL" //team that can use this "NF" or "IMP"
  625. "Research" "Extended Range Cannon" //name of research item that must be researched before using
  626. "Sound Firing" "Vehicle_CN.Fire"
  627. "Sound Impact" "Vehicle_CN.Impact"
  628. "Sound Reloading" ""
  629.  
  630. "Damage Type" "Kinetic"
  631. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  632. "Damage" "60" //damage done by projectile
  633. "Speed" "3300" //speed of projectile
  634. "Gravity" "0.1" //effects of gravity on the projectile, only for projectiles
  635. "Heat" "8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  636. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  637. "Cycle Time" "1.5" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
  638. "Clip Size" "40" //ammo loaded per reloads
  639. "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
  640. "Unlimited Ammo" "0"
  641. "Reload Time" "0" //time to load one clip
  642. "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
  643. "Projectile Spread" "0" //only applicable to machine guns at the moment
  644. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  645. "Inertia" "0.5" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  646. "Explosion Radius" "150" //radius of damage sphere to hurt surrounding entities
  647. "Explosion Force" "100" //force of explosion
  648. "Explosion Sprite" "7"
  649. "Muzzle Flash" "muzzle_lr_cn"
  650.  
  651. //only for missile launchers
  652. "Dumb Missile" "0" //'1' if missile flies straight ahead
  653. "Homing Missile" "0" //'1' if missile flies towards locked on target
  654. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  655. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  656. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  657. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  658. }
  659. "High Explosive Cannon"
  660. {
  661. "Name" "High Explosive Cannon" //name given when selecting weapons
  662. "HUD Name" "HE CN" //name displayed in the weapon area of the vehicle HUD
  663. "Description" "This cannon has its explosive compound upgraded for a stronger explosion upon impact." //description given when selecting weapons
  664. "Icon" "vehicles/gui/weapons/cn_he_med" //icon drawn in the GUI
  665. "HUD Icon" "vehicles/gui/weapons/cn"
  666. "Size" "2" //number of slots required when selecting weapons
  667. "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  668. "Cost" "75"
  669. "Team" "ALL" //team that can use this "NF" or "IMP"
  670. "Research" "Explosive Shells" //name of research item that must be researched before using
  671. "Sound Firing" "Vehicle_HECN.Fire"
  672. "Sound Impact" "Vehicle_HECN.Impact"
  673. "Sound Reloading" ""
  674.  
  675. "Damage Type" "Explosive"
  676. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  677. "Damage" "70" //damage done by projectile
  678. "Speed" "3000" //speed of projectile
  679. "Gravity" "0.4125" //effects of gravity on the projectile, only for projectiles
  680. "Heat" "12" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  681. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  682. "Cycle Time" "2.0" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
  683. "Clip Size" "30" //ammo loaded per reloads
  684. "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
  685. "Unlimited Ammo" "0"
  686. "Reload Time" "0" //time to load one clip
  687. "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
  688. "Projectile Spread" "1" //only applicable to machine guns at the moment
  689. "Heat To Target" "6" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  690. "Inertia" "3.0" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  691. "Explosion Radius" "450" //radius of damage sphere to hurt surrounding entities
  692. "Explosion Force" "200" //force of explosion
  693. "Explosion Sprite" "17"
  694. "Muzzle Flash" "muzzle_he_cn"
  695.  
  696. //only for missile launchers
  697. "Dumb Missile" "0" //'1' if missile flies straight ahead
  698. "Homing Missile" "0" //'1' if missile flies towards locked on target
  699. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  700. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  701. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  702. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  703.  
  704. //explosion effects
  705. "Explosion Speed" "10" //how fast the explosion sprite fades (15 is default fps)
  706. }
  707. "Plasma Cannon"
  708. {
  709. "Name" "Plasma Cannon" //name given when selecting weapons
  710. "HUD Name" "Plasma CN" //name displayed in the weapon area of the vehicle HUD
  711. "Description" "This cannon fires a superheated shell able to transfer a large amount of heat into the target and put it into an overheated shutdown." //description given when selecting weapons
  712. "Icon" "vehicles/gui/weapons/cn_plasma_hvy" //icon drawn in the GUI
  713. "HUD Icon" "vehicles/gui/weapons/cn"
  714. "Size" "3" //number of slots required when selecting weapons
  715. "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  716. "Cost" "80"
  717. "Team" "ALL" //team that can use this "NF" or "IMP"
  718. "Research" "Plasma Cannon Projectile" //name of research item that must be researched before using
  719. "Sound Firing" "Vehicle_PC.Fire"
  720. "Sound Impact" "Vehicle_PC.Impact"
  721. "Sound Reloading" ""
  722.  
  723. "Damage Type" "GeneralPhysics"
  724. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  725. "Damage" "110" //damage done by projectile
  726. "Speed" "3000" //speed of projectile
  727. "Gravity" "0.4125" //effects of gravity on the projectile, only for projectiles
  728. "Heat" "20" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  729. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  730. "Cycle Time" "3" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
  731. "Clip Size" "30" //ammo loaded per reloads
  732. "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
  733. "Unlimited Ammo" "0"
  734. "Reload Time" "0" //time to load one clip
  735. "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
  736. "Projectile Spread" "1" //only applicable to machine guns at the moment
  737. "Heat To Target" "20" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  738. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  739. "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
  740. "Explosion Force" "100" //force of explosion
  741. "Explosion Sprite" "5"
  742. "Muzzle Flash" "muzzle_plasma_cn"
  743.  
  744. //only for missile launchers
  745. "Dumb Missile" "0" //'1' if missile flies straight ahead
  746. "Homing Missile" "0" //'1' if missile flies towards locked on target
  747. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  748. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  749. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  750. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  751.  
  752. //explosion effects
  753. "Explosion Speed" "10" //how fast the explosion sprite fades (15 is default fps)
  754.  
  755. // "Vehicle Bio Damage" "3" //damage inflicted to vehicles every interval
  756. // "Vehicle Bio Time" "5" //total time to inflict damage to vehicles
  757. // "Vehicle Bio Interval" "1" //time inbetween each infliction of damage to vehicles
  758.  
  759. }
  760. "Rail Gun"
  761. {
  762. "Name" "Rail Gun" //name given when selecting weapons
  763. "HUD Name" "Rail CN" //name displayed in the weapon area of the vehicle HUD
  764. "Description" "This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster." //description given when selecting weapons
  765. "Icon" "vehicles/gui/weapons/cn_rail_hvy" //icon drawn in the GUI
  766. "HUD Icon" "vehicles/gui/weapons/cn"
  767. "Size" "3" //number of slots required when selecting weapons
  768. "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  769. "Cost" "80"
  770. "Team" "ALL" //team that can use this "NF" or "IMP"
  771. "Research" "Rail Gun" //name of research item that must be researched before using
  772. "Sound Firing" "Vehicle_RG.Fire"
  773. "Sound Impact" "Vehicle_RG.Impact"
  774. "Sound Reloading" ""
  775.  
  776. "Damage Type" "Kinetic"
  777. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  778. "Damage" "50" //damage done by projectile
  779. "Speed" "3600" //speed of projectile
  780. "Gravity" "0.3" //effects of gravity on the projectile, only for projectiles
  781. "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  782. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  783. "Cycle Time" "0.8" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
  784. "Clip Size" "60" //ammo loaded per reloads
  785. "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
  786. "Unlimited Ammo" "0"
  787. "Reload Time" "0" //time to load one clip
  788. "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
  789. "Projectile Spread" "0.1" //only applicable to machine guns at the moment
  790. "Heat To Target" "1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  791. "Inertia" "0" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  792. "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
  793. "Explosion Force" "50" //force of explosion
  794. "Explosion Sprite" "6"
  795. "Muzzle Flash" "muzzle_rail_cn"
  796.  
  797. //only for missile launchers
  798. "Dumb Missile" "0" //'1' if missile flies straight ahead
  799. "Homing Missile" "0" //'1' if missile flies towards locked on target
  800. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  801. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  802. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  803. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  804. }
  805.  
  806.  
  807. "smallArtilleryCannon"
  808. {
  809. "Name" "Small Artillery Cannon" //name given when selecting weapons
  810. "HUD Name" "Small AC" //name displayed in the weapon area of the vehicle HUD
  811. "Description" "An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload." //description given when selecting weapons
  812. "Icon" "vehicles/gui/weapons/ac_std_sml" //icon drawn in the GUI
  813. "HUD Icon" "vehicles/gui/weapons/ac"
  814. "Size" "1" //number of slots required when selecting weapons
  815. "Type" "2" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  816. "Cost" "50"
  817. "Team" "ALL" //team that can use this "NF" or "IMP"
  818. "Research" "" //name of research item that must be researched before using
  819. "Sound Firing" "Vehicle_AC.Fire"
  820. "Sound Impact" "Vehicle_AC.Impact"
  821. "Sound Reloading" "Vehicle_Weapon.Reload"
  822.  
  823. "Damage Type" "ExplosiveArt"
  824. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  825. "Damage" "115" //damage done by projectile
  826. "Speed" "1700" //speed of projectile
  827. "Gravity" "0.8" //effects of gravity on the projectile, only for projectiles
  828. "Heat" "10" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  829. "Weight" "60" //weight in terms of effects on engine and weight restrictions for chassis
  830. "Cycle Time" "1" //time between shots
  831. "Clip Size" "10" //ammo loaded per reloads
  832. "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
  833. "Unlimited Ammo" "0"
  834. "Reload Time" "5.0" //time to load one clip
  835. "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  836. "Heat To Target" "0.5" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  837. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  838. "Explosion Radius" "550" //radius of damage sphere to hurt surrounding entities
  839. "Explosion Force" "500" //force of explosion
  840. "Explosion Sprite" "12"
  841. "Muzzle Flash" "muzzle_default_arty"
  842.  
  843. //only for missile launchers
  844. "Dumb Missile" "0" //'1' if missile flies straight ahead
  845. "Homing Missile" "0" //'1' if missile flies towards locked on target
  846. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  847. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  848. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  849. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  850. }
  851. "medArtilleryCannon"
  852. {
  853. "Name" "Medium Artillery Cannon" //name given when selecting weapons
  854. "HUD Name" "Medium AC" //name displayed in the weapon area of the vehicle HUD
  855. "Description" "An artillery cannon with high damage but low reload times. It has a greater range than the small cannon and two extra ammo magazines." //description given when selecting weapons
  856. "Icon" "vehicles/gui/weapons/ac_std_med" //icon drawn in the GUI
  857. "HUD Icon" "vehicles/gui/weapons/ac"
  858. "Size" "2" //number of slots required when selecting weapons
  859. "Type" "2" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  860. "Cost" "60"
  861. "Team" "ALL" //team that can use this "NF" or "IMP"
  862. "Research" "" //name of research item that must be researched before using
  863. "Sound Firing" "Vehicle_AC.Fire"
  864. "Sound Impact" "Vehicle_AC.Impact"
  865. "Sound Reloading" "Vehicle_Weapon.Reload"
  866.  
  867. "Damage Type" "ExplosiveArt"
  868. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  869. "Damage" "140" //damage done by projectile
  870. "Speed" "1500" //speed of projectile
  871. "Gravity" "0.6" //effects of gravity on the projectile, only for projectiles
  872. "Heat" "10" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  873. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  874. "Cycle Time" "1.6" //time between shots
  875. "Clip Size" "10" //ammo loaded per reloads
  876. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  877. "Unlimited Ammo" "0"
  878. "Reload Time" "8.0" //time to load one clip
  879. "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  880. "Heat To Target" "0.5" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  881. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  882. "Explosion Radius" "700" //radius of damage sphere to hurt surrounding entities
  883. "Explosion Force" "600" //force of explosion
  884. "Explosion Sprite" "12"
  885. "Muzzle Flash" "muzzle_default_arty"
  886.  
  887. //only for missile launchers
  888. "Dumb Missile" "0" //'1' if missile flies straight ahead
  889. "Homing Missile" "0" //'1' if missile flies towards locked on target
  890. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  891. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  892. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  893. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  894. }
  895. "High Explosive Artillery"
  896. {
  897. "Name" "High Explosive Artillery" //name given when selecting weapons
  898. "HUD Name" "HE AC" //name displayed in the weapon area of the vehicle HUD
  899. "Description" "An artillery cannon with the greatest damage." //description given when selecting weapons
  900. "Icon" "vehicles/gui/weapons/ac_he_med" //icon drawn in the GUI
  901. "HUD Icon" "vehicles/gui/weapons/ac"
  902. "Size" "2" //number of slots required when selecting weapons
  903. "Type" "2" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  904. "Cost" "75"
  905. "Team" "ALL" //team that can use this "NF" or "IMP"
  906. "Research" "Explosive Shells" //name of research item that must be researched before using
  907. "Sound Firing" "Vehicle_HEAC.Fire"
  908. "Sound Impact" "Vehicle_HEAC.Impact"
  909. "Sound Reloading" "Vehicle_Weapon.Reload"
  910.  
  911. "Damage Type" "ExplosiveArt"
  912. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  913. "Damage" "160" //damage done by projectile
  914. "Speed" "1800" //speed of projectile
  915. "Gravity" "0.4" //effects of gravity on the projectile, only for projectiles
  916. "Heat" "15" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  917. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  918. "Cycle Time" "2" //time between shots
  919. "Clip Size" "10" //ammo loaded per reloads
  920. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  921. "Unlimited Ammo" "0"
  922. "Reload Time" "7.0" //time to load one clip
  923. "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  924. "Heat To Target" "1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  925. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  926. "Explosion Radius" "900" //radius of damage sphere to hurt surrounding entities
  927. "Explosion Force" "700" //force of explosion
  928. "Explosion Sprite" "13"
  929. "Muzzle Flash" "muzzle_he_arty"
  930.  
  931. //only for missile launchers
  932. "Dumb Missile" "0" //'1' if missile flies straight ahead
  933. "Homing Missile" "0" //'1' if missile flies towards locked on target
  934. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  935. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  936. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  937. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  938.  
  939. //explosion effects
  940. "Explosion Speed" "10" //how fast the explosion sprite fades (15 is default fps)
  941. }
  942. "Ranged Artillery Cannon"
  943. {
  944. "Name" "Ranged Artillery Cannon" //name given when selecting weapons
  945. "HUD Name" "Ranged AC" //name displayed in the weapon area of the vehicle HUD
  946. "Description" "An artillery cannon with high damage but low reload times. It has the furthest range of all artillery cannons." //description given when selecting weapons
  947. "Icon" "vehicles/gui/weapons/ac_ranged_med" //icon drawn in the GUI
  948. "HUD Icon" "vehicles/gui/weapons/ac"
  949. "Size" "2" //number of slots required when selecting weapons
  950. "Type" "2" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  951. "Cost" "60"
  952. "Team" "ALL" //team that can use this "NF" or "IMP"
  953. "Research" "Extended Range Cannon" //name of research item that must be researched before using
  954. "Sound Firing" "Vehicle_AC.Fire"
  955. "Sound Impact" "Vehicle_AC.Impact"
  956. "Sound Reloading" "Vehicle_Weapon.Reload"
  957.  
  958. "Damage Type" "KineticArt"
  959. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  960. "Damage" "120" //damage done by projectile
  961. "Speed" "2800" //speed of projectile
  962. "Gravity" "0.6" //effects of gravity on the projectile, only for projectiles
  963. "Heat" "20" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  964. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  965. "Cycle Time" "2" //time between shots
  966. "Clip Size" "10" //ammo loaded per reloads
  967. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  968. "Unlimited Ammo" "0"
  969. "Reload Time" "8.0" //time to load one clip
  970. "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  971. "Heat To Target" "1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  972. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  973. "Explosion Radius" "1000" //radius of damage sphere to hurt surrounding entities
  974. "Explosion Force" "500" //force of explosion
  975. "Explosion Sprite" "13"
  976. "Muzzle Flash" "muzzle_lr_arty"
  977.  
  978. //only for missile launchers
  979. "Dumb Missile" "0" //'1' if missile flies straight ahead
  980. "Homing Missile" "0" //'1' if missile flies towards locked on target
  981. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  982. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  983. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  984. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  985. }
  986.  
  987. "singleMissileLauncher"
  988. {
  989. "Name" "Standard ML" //name given when selecting weapons
  990. "HUD Name" "ML" //name displayed in the weapon area of the vehicle HUD
  991. "Description" "A dumb fire missile launcher with no homing capabilities." //description given when selecting weapons
  992. "Icon" "vehicles/gui/weapons/ml_std_sml" //icon drawn in the GUI
  993. "HUD Icon" "vehicles/gui/weapons/ml"
  994. "Size" "1" //number of slots required when selecting weapons
  995. "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  996. "Cost" "50"
  997. "Team" "ALL" //team that can use this "NF" or "IMP"
  998. "Research" "" //name of research item that must be researched before using
  999. "Sound Firing" ""
  1000. "Sound Impact" "Vehicle_ML.Impact"
  1001. "Sound Reloading" "Vehicle_Weapon.Reload"
  1002.  
  1003. "Damage Type" "Missile"
  1004. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1005. "Damage" "40" //damage done by projectile
  1006. "Speed" "1600" //speed of projectile
  1007. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1008. "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1009. "Weight" "30" //weight in terms of effects on engine and weight restrictions for chassis
  1010. "Cycle Time" "1.2" //time between shots
  1011. "Clip Size" "4" //ammo loaded per reloads
  1012. "Total Ammo Clips" "5" //max ammo clips carried (0 is the same as not using clips)
  1013. "Unlimited Ammo" "0"
  1014. "Reload Time" "3.0" //time to load one clip
  1015. "Projectile Spread" "1.5" //only applicable to machine guns at the moment
  1016. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1017. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1018. "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
  1019. "Explosion Force" "50" //force of explosion
  1020. "Explosion Sprite" "10"
  1021. "Muzzle Flash" "muzzle_default_ml"
  1022.  
  1023. //only for missile launchers
  1024. "Dumb Missile" "1" //'1' if missile flies straight ahead
  1025. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1026. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1027. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1028. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1029. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1030. }
  1031. "Upgraded Missile Launcher"
  1032. {
  1033. "Name" "Upgraded ML" //name given when selecting weapons
  1034. "HUD Name" "U/ML" //name displayed in the weapon area of the vehicle HUD
  1035. "Description" "A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version." //description given when selecting weapons
  1036. "Icon" "vehicles/gui/weapons/ml_upgraded_med" //icon drawn in the GUI
  1037. "HUD Icon" "vehicles/gui/weapons/ml"
  1038. "Size" "2" //number of slots required when selecting weapons
  1039. "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1040. "Cost" "60"
  1041. "Team" "ALL" //team that can use this "NF" or "IMP"
  1042. "Research" "Upgraded Missile Warhead" //name of research item that must be researched before using
  1043. "Sound Firing" ""
  1044. "Sound Impact" "Vehicle_ML.Impact"
  1045. "Sound Reloading" "Vehicle_Weapon.Reload"
  1046.  
  1047. "Damage Type" "Missile"
  1048. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1049. "Damage" "60" //damage done by projectile
  1050. "Speed" "2500" //speed of projectile
  1051. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1052. "Heat" "8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1053. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  1054. "Cycle Time" "1.0" //time between shots
  1055. "Clip Size" "7" //ammo loaded per reloads
  1056. "Total Ammo Clips" "7" //max ammo clips carried (0 is the same as not using clips)
  1057. "Unlimited Ammo" "0"
  1058. "Reload Time" "3.8" //time to load one clip
  1059. "Projectile Spread" "0.5" //only applicable to machine guns at the moment
  1060. "Heat To Target" "0.2" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1061. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1062. "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
  1063. "Explosion Force" "50" //force of explosion
  1064. "Explosion Sprite" "8"
  1065. "Muzzle Flash" "muzzle_default_ml"
  1066.  
  1067. //only for missile launchers
  1068. "Dumb Missile" "1" //'1' if missile flies straight ahead
  1069. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1070. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1071. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1072. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1073. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1074.  
  1075. //for biological weapons: when a player or vehicle is hit, the damage (Damage) is inflicted every specified amount of seconds (Interval) over a total amount of time period (Time)
  1076. //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
  1077. "Player Bio Damage" "0" //damage inflicted to players every interval
  1078. "Player Bio Time" "0" //total time to inflict damage to players
  1079. "Player Bio Interval" "0" //time inbetween each infliction of damage to players
  1080. "Vehicle Bio Damage" "0" //damage inflicted to vehicles every interval
  1081. "Vehicle Bio Time" "0" //total time to inflict damage to vehicles
  1082. "Vehicle Bio Interval" "0" //time inbetween each infliction of damage to vehicles
  1083. }
  1084. "Biological Warhead"
  1085. {
  1086. "Name" "Biological Warhead" //name given when selecting weapons
  1087. "HUD Name" "Bio ML" //name displayed in the weapon area of the vehicle HUD
  1088. "Description" "A dumb fire missile launcher which contains a biological agent in its warhead. Players and vehicles hit by the explosion will continuously suffer damage which lasts up to a full minute." //description given when selecting weapons
  1089. "Icon" "vehicles/gui/weapons/ml_bio_med" //icon drawn in the GUI
  1090. "HUD Icon" "vehicles/gui/weapons/ml"
  1091. "Size" "2" //number of slots required when selecting weapons
  1092. "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1093. "Cost" "60"
  1094. "Team" "ALL" //team that can use this "NF" or "IMP"
  1095. "Research" "Biological Warhead" //name of research item that must be researched before using
  1096. "Sound Firing" ""
  1097. "Sound Impact" "Vehicle_ML.Impact"
  1098. "Sound Reloading" "Vehicle_Weapon.Reload"
  1099.  
  1100. "Damage Type" "Missile"
  1101. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1102. "Damage" "40" //damage done by projectile
  1103. "Speed" "1800" //speed of projectile
  1104. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1105. "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1106. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  1107. "Cycle Time" "3.0" //time between shots
  1108. "Clip Size" "5" //ammo loaded per reloads
  1109. "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  1110. "Unlimited Ammo" "0"
  1111. "Reload Time" "6.0" //time to load one clip
  1112. "Projectile Spread" "0.5" //only applicable to machine guns at the moment
  1113. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1114. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1115. "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
  1116. "Explosion Force" "50" //force of explosion
  1117. "Explosion Sprite" "3"
  1118. "Muzzle Flash" "muzzle_bio_ml"
  1119.  
  1120. //only for missile launchers
  1121. "Dumb Missile" "1" //'1' if missile flies straight ahead
  1122. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1123. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1124. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1125. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1126. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1127.  
  1128. //for biological weapons: when a player or vehicle is hit, the damage (Damage) is inflicted every specified amount of seconds (Interval) over a total amount of time period (Time)
  1129. //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
  1130. "Player Bio Damage" "5" //damage inflicted to players every interval
  1131. "Player Bio Time" "15" //total time to inflict damage to players
  1132. "Player Bio Interval" "1" //time inbetween each infliction of damage to players
  1133. "Vehicle Bio Damage" "10" //damage inflicted to vehicles every interval
  1134. "Vehicle Bio Time" "15" //total time to inflict damage to vehicles
  1135. "Vehicle Bio Interval" "1" //time inbetween each infliction of damage to vehicles
  1136.  
  1137. //explosion effects
  1138. "Explosion Speed" "10" //how fast the explosion sprite fades (15 is default fps)
  1139. }
  1140. "HIT Warhead"
  1141. {
  1142. "Name" "HIT Missile" //name given when selecting weapons
  1143. "HUD Name" "HIT" //name displayed in the weapon area of the vehicle HUD
  1144. "Description" "This weapon utilizes a High-Impulse Thermobaric warhead to deliver an intense pressure wave to its target, resulting in a more powerful explosion than is possible via conventional means. It is highly effective against both mobile and stationary targets." //description given when selecting weapons
  1145. "Icon" "vehicles/gui/weapons/ml_nuke_hvy" //icon drawn in the GUI
  1146. "HUD Icon" "vehicles/gui/weapons/ml"
  1147. "Size" "3" //number of slots required when selecting weapons
  1148. "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1149. "Cost" "85"
  1150. "Team" "ALL" //team that can use this "NF" or "IMP"
  1151. "Research" "HIT Warhead" //name of research item that must be researched before using
  1152. "Sound Firing" ""
  1153. "Sound Impact" "Vehicle_Nuke.Impact"
  1154. "Sound Reloading" "Vehicle_Weapon.Reload"
  1155.  
  1156. "Damage Type" "MissileExplosive"
  1157. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1158. "Damage" "300" //damage done by projectile
  1159. "Speed" "1000" //speed of projectile
  1160. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1161. "Heat" "75" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1162. "Weight" "150" //weight in terms of effects on engine and weight restrictions for chassis
  1163. "Cycle Time" "12.0" //time between shots
  1164. "Clip Size" "9" //ammo loaded per reloads
  1165. "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
  1166. "Unlimited Ammo" "0"
  1167. "Reload Time" "0" //time to load one clip
  1168. "Reload Amount" "3"
  1169. "Projectile Spread" "1.25" //only applicable to machine guns at the moment
  1170. "Heat To Target" "30" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1171. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1172. "Explosion Radius" "1550" //radius of damage sphere to hurt surrounding entities
  1173. "Explosion Force" "100000" //force of explosion
  1174. "Explosion Sprite" "11"
  1175. "Muzzle Flash" "muzzle_nuke_ml"
  1176.  
  1177. //only for missile launchers
  1178. "Dumb Missile" "1" //'1' if missile flies straight ahead
  1179. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1180. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1181. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1182. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1183. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1184.  
  1185. //explosion effects
  1186. "Explosion Speed" "2" //how fast the explosion sprite fades (15 is default fps)
  1187. }
  1188. "salvoMissileLauncher"
  1189. {
  1190. "Name" "Salvo Missile Launcher" //name given when selecting weapons
  1191. "HUD Name" "S/ML" //name displayed in the weapon area of the vehicle HUD
  1192. "Description" "A missile launcher with no homing capabilities but it can fire its payload of four missiles in one shot before reloading." //description given when selecting weapons
  1193. "Icon" "vehicles/gui/weapons/ml_salvo_med" //icon drawn in the GUI
  1194. "HUD Icon" "vehicles/gui/weapons/ml"
  1195. "Size" "2" //number of slots required when selecting weapons
  1196. "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1197. "Cost" "60"
  1198. "Team" "ALL" //team that can use this "NF" or "IMP"
  1199. "Research" "Upgraded Missile Warhead" //name of research item that must be researched before using
  1200. "Sound Firing" ""
  1201. "Sound Impact" "Vehicle_ML.Impact"
  1202. "Sound Reloading" "Vehicle_Weapon.Reload"
  1203.  
  1204. "Damage Type" "Missile"
  1205. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1206. "Damage" "40" //damage done by projectile
  1207. "Speed" "1800" //speed of projectile
  1208. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1209. "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1210. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  1211. "Cycle Time" "-0.1" //time between shots; a negative number unloads the whole clip in rapid succession with one press of the fire button but still uses the rest of the number to still determine time between actual shot creation
  1212. "Clip Size" "6" //ammo loaded per reloads
  1213. "Total Ammo Clips" "12" //max ammo clips carried (0 is the same as not using clips)
  1214. "Unlimited Ammo" "0"
  1215. "Reload Time" "8.4" //time to load one clip
  1216. "Projectile Spread" "1.5" //only applicable to machine guns at the moment
  1217. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1218. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1219. "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
  1220. "Explosion Force" "20" //force of explosion
  1221. "Explosion Sprite" "14"
  1222. "Muzzle Flash" "muzzle_salvo_ml"
  1223.  
  1224. //only for missile launchers
  1225. "Dumb Missile" "1" //'1' if missile flies straight ahead
  1226. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1227. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1228. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1229. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1230. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1231. }
  1232. "salvoguidedMissileLauncher"
  1233. {
  1234. "Name" "Salvo Guided ML" //name given when selecting weapons
  1235. "HUD Name" "SG/ML" //name displayed in the weapon area of the vehicle HUD
  1236. "Description" "A missile launcher which fires a salvo of missiles that follow the crosshairs after launch." //description given when selecting weapons
  1237. "Icon" "vehicles/gui/weapons/ml_salvo_guided_hvy" //icon drawn in the GUI
  1238. "HUD Icon" "vehicles/gui/weapons/ml"
  1239. "Size" "3" //number of slots required when selecting weapons
  1240. "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1241. "Cost" "85"
  1242. "Team" "ALL" //team that can use this "NF" or "IMP"
  1243. "Research" "Guided Missiles" //name of research item that must be researched before using
  1244. "Sound Firing" ""
  1245. "Sound Impact" "Vehicle_ML.Impact"
  1246. "Sound Reloading" "Vehicle_Weapon.Reload"
  1247.  
  1248. "Damage Type" "Missile"
  1249. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1250. "Damage" "40" //damage done by projectile
  1251. "Speed" "1200" //speed of projectile
  1252. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1253. "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1254. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  1255. "Cycle Time" "-.1" //time between shots
  1256. "Clip Size" "5" //ammo loaded per reloads
  1257. "Total Ammo Clips" "9" //max ammo clips carried (0 is the same as not using clips)
  1258. "Unlimited Ammo" "0"
  1259. "Reload Time" "8.5" //time to load one clip
  1260. "Projectile Spread" "4.5" //only applicable to machine guns at the moment
  1261. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1262. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1263. "Explosion Radius" "110" //radius of damage sphere to hurt surrounding entities
  1264. "Explosion Force" "40" //force of explosion
  1265. "Explosion Sprite" "19"
  1266. "Muzzle Flash" "muzzle_default_ml"
  1267.  
  1268. //only for missile launchers
  1269. "Dumb Missile" "0" //'1' if missile flies straight ahead
  1270. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1271. "Guided Missile" "1" //'1' if missile follows crosshairs after launch
  1272. "Missile Range" "4000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1273. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1274. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1275. "Turning Ability" "1.8" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  1276. }
  1277. "homingMissileLauncher"
  1278. {
  1279. "Name" "Homing Missile Launcher" //name given when selecting weapons
  1280. "HUD Name" "H/ML" //name displayed in the weapon area of the vehicle HUD
  1281. "Description" "A missile launcher which fires a single missile that homes in on the locked on target." //description given when selecting weapons
  1282. "Icon" "vehicles/gui/weapons/ml_homing_med" //icon drawn in the GUI
  1283. "HUD Icon" "vehicles/gui/weapons/ml"
  1284. "Size" "2" //number of slots required when selecting weapons
  1285. "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1286. "Cost" "65"
  1287. "Team" "ALL" //team that can use this "NF" or "IMP"
  1288. "Research" "Homing Missiles" //name of research item that must be researched before using
  1289. "Sound Firing" ""
  1290. "Sound Impact" "Vehicle_ML.Impact"
  1291. "Sound Reloading" "Vehicle_Weapon.Reload"
  1292.  
  1293. "Damage Type" "Missile"
  1294. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1295. "Damage" "40" //damage done by projectile
  1296. "Speed" "1800" //speed of projectile
  1297. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1298. "Heat" "9" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1299. "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  1300. "Cycle Time" "0.9" //time between shots
  1301. "Clip Size" "4" //ammo loaded per reloads
  1302. "Total Ammo Clips" "9" //max ammo clips carried (0 is the same as not using clips)
  1303. "Unlimited Ammo" "0"
  1304. "Reload Time" "3.0" //time to load one clip
  1305. "Projectile Spread" "1.5" //only applicable to machine guns at the moment
  1306. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1307. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1308. "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
  1309. "Explosion Force" "40" //force of explosion
  1310. "Explosion Sprite" "18"
  1311. "Muzzle Flash" "muzzle_default_ml"
  1312.  
  1313. //only for missile launchers
  1314. "Dumb Missile" "0" //'1' if missile flies straight ahead
  1315. "Homing Missile" "1" //'1' if missile flies towards locked on target
  1316. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1317. "Missile Range" "5000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1318. "Lock On Time" "0.3" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1319. "Lock On Radius" "0.4" //this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target); it defines a box around the crosshair, and a target must be within this box to be homed on and its size decreases with range
  1320. "Lock Range Modifier" "0.000300" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1321. "Countermeasure Effectiveness" "0.5" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when countermeasures are inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  1322. "Turning Ability" "3.0" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  1323. }
  1324. "salvoHomingMissileLauncher"
  1325. {
  1326. "Name" "Salvo Homing ML" //name given when selecting weapons
  1327. "HUD Name" "SH/ML" //name displayed in the weapon area of the vehicle HUD
  1328. "Description" "A missile launcher that fires four missiles at once which home in on the locked on target." //description given when selecting weapons
  1329. "Icon" "vehicles/gui/weapons/ml_salvo_homing_hvy" //icon drawn in the GUI
  1330. "HUD Icon" "vehicles/gui/weapons/ml"
  1331. "Size" "3" //number of slots required when selecting weapons
  1332. "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1333. "Cost" "70"
  1334. "Team" "ALL" //team that can use this "NF" or "IMP"
  1335. "Research" "Homing Missiles" //name of research item that must be researched before using
  1336. "Sound Firing" ""
  1337. "Sound Impact" "Vehicle_ML.Impact"
  1338. "Sound Reloading" "Vehicle_Weapon.Reload"
  1339.  
  1340. "Damage Type" "Missile"
  1341. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1342. "Damage" "40" //damage done by projectile
  1343. "Speed" "1800" //speed of projectile
  1344. "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1345. "Heat" "9" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1346. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  1347. "Cycle Time" "-0.1" //time between shots
  1348. "Clip Size" "4" //ammo loaded per reloads
  1349. "Total Ammo Clips" "6" //max ammo clips carried (0 is the same as not using clips)
  1350. "Unlimited Ammo" "0"
  1351. "Reload Time" "4" //time to load one clip
  1352. "Projectile Spread" "1" //only applicable to machine guns at the moment
  1353. "Heat To Target" "0.1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1354. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1355. "Explosion Radius" "80" //radius of damage sphere to hurt surrounding entities
  1356. "Explosion Force" "30" //force of explosion
  1357. "Explosion Sprite" "14"
  1358. "Muzzle Flash" "muzzle_salvo_ml"
  1359.  
  1360. //only for missile launchers
  1361. "Dumb Missile" "0" //'1' if missile flies straight ahead
  1362. "Homing Missile" "1" //'1' if missile flies towards locked on target
  1363. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1364. "Missile Range" "5000" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1365. "Lock On Time" "0.4" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1366. "Lock On Radius" "0.3" //this is an approximation that determines how close a target must be to your crosshair (screen position) before it can begin locking onto (ie a bigger number means that the crosshair doesn't need to be directly over or as close to the target); it defines a box around the crosshair, and a target must be within this box to be homed on and its size decreases with range
  1367. "Lock Range Modifier" "0.000400" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1368. "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  1369. "Turning Ability" "3.0" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  1370. }
  1371.  
  1372.  
  1373. "grenadeLauncher"
  1374. {
  1375. "Name" "Grenade Launcher" //name given when selecting weapons
  1376. "HUD Name" "GL" //name displayed in the weapon area of the vehicle HUD
  1377. "Description" "A grenade launcher suited for urban combat with its ability of clearing out tight spaces." //description given when selecting weapons
  1378. "Icon" "vehicles/gui/weapons/gl_std_sml" //icon drawn in the GUI
  1379. "HUD Icon" "vehicles/gui/weapons/gl"
  1380. "Size" "1" //number of slots required when selecting weapons
  1381. "Type" "4" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1382. "Cost" "50"
  1383. "Team" "ALL" //team that can use this "NF" or "IMP"
  1384. "Research" "" //name of research item that must be researched before using
  1385. "Sound Firing" "Vehicle_GL.Fire"
  1386. "Sound Impact" "Vehicle_GL.Impact"
  1387. "Sound Reloading" "Vehicle_Weapon.Reload"
  1388.  
  1389. "Damage Type" "Explosive"
  1390. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1391. "Damage" "80" //damage done by projectile
  1392. "Speed" "900" //speed of projectile
  1393. "Gravity" "0.9" //effects of gravity on the projectile, only for projectiles
  1394. "Heat" "12" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1395. "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  1396. "Cycle Time" "1.5" //time between shots
  1397. "Clip Size" "4" //ammo loaded per reloads
  1398. "Total Ammo Clips" "8" //max ammo clips carried (0 is the same as not using clips)
  1399. "Unlimited Ammo" "0"
  1400. "Reload Time" "5.0" //time to load one clip
  1401. "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  1402. "Heat To Target" "1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1403. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1404. "Explosion Radius" "250" //radius of damage sphere to hurt surrounding entities
  1405. "Explosion Force" "150" //force of explosion
  1406. "Explosion Sprite" "1"
  1407. "Muzzle Flash" "muzzle_std_cn"
  1408.  
  1409. //only for missile launchers
  1410. "Dumb Missile" "0" //'1' if missile flies straight ahead
  1411. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1412. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1413. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1414. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1415. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1416. }
  1417.  
  1418. "Upgraded Grenade Launcher"
  1419. {
  1420. "Name" "Upgraded Grenade Launcher" //name given when selecting weapons
  1421. "HUD Name" "U/GL" //name displayed in the weapon area of the vehicle HUD
  1422. "Description" "A grenade launcher suited for urban combat with its ability of clearing out tight spaces. It is upgraded for more damage and longer range." //description given when selecting weapons
  1423. "Icon" "vehicles/gui/weapons/gl_upgraded_med" //icon drawn in the GUI
  1424. "HUD Icon" "vehicles/gui/weapons/gl"
  1425. "Size" "2" //number of slots required when selecting weapons
  1426. "Type" "4" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1427. "Cost" "60"
  1428. "Team" "ALL" //team that can use this "NF" or "IMP"
  1429. "Research" "Upgraded Grenades" //name of research item that must be researched before using
  1430. "Sound Firing" "Vehicle_GL.Fire"
  1431. "Sound Impact" "Vehicle_GL.Impact"
  1432. "Sound Reloading" "Vehicle_Weapon.Reload"
  1433.  
  1434. "Damage Type" "Explosive"
  1435. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1436. "Damage" "120" //damage done by projectile
  1437. "Speed" "900" //speed of projectile
  1438. "Gravity" "0.9" //effects of gravity on the projectile, only for projectiles
  1439. "Heat" "12" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1440. "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  1441. "Cycle Time" "1.5" //time between shots
  1442. "Clip Size" "6" //ammo loaded per reloads
  1443. "Total Ammo Clips" "6" //max ammo clips carried (0 is the same as not using clips)
  1444. "Unlimited Ammo" "0"
  1445. "Reload Time" "6.0" //time to load one clip
  1446. "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  1447. "Heat To Target" "1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1448. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1449. "Explosion Radius" "500" //radius of damage sphere to hurt surrounding entities
  1450. "Explosion Force" "150" //force of explosion
  1451. "Explosion Sprite" "4"
  1452. "Muzzle Flash" "muzzle_std_cn"
  1453.  
  1454. //only for missile launchers
  1455. "Dumb Missile" "0" //'1' if missile flies straight ahead
  1456. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1457. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1458. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1459. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1460. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1461. }
  1462.  
  1463. // "Toxic Gas Grenade"
  1464. // {
  1465. // "Name" "Toxic Gas Grenade" //name given when selecting weapons
  1466. // "HUD Name" "Gas/GL" //name displayed in the weapon area of the vehicle HUD
  1467. // "Description" "A grenade which produces a damaging gas cloud in the area of explosion." //description given when selecting weapons
  1468. // "Icon" "vehicles/gui/weapons/gl_bio_med" //icon drawn in the GUI
  1469. // "HUD Icon" "vehicles/gui/weapons/gl"
  1470. // "Size" "2" //number of slots required when selecting weapons
  1471. // "Type" "4" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1472. // "Cost" "1"
  1473. // "Team" "ALL" //team that can use this "NF" or "IMP"
  1474. // "Research" "" //name of research item that must be researched before using
  1475. // "Sound Firing" "Vehicle_GL.Fire"
  1476. // "Sound Impact" "Vehicle_GL.Impact"
  1477. // "Sound Reloading" ""
  1478. //
  1479. // "Damage Type" "Explosive"
  1480. // "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1481. // "Damage" "20" //damage done by projectile
  1482. // "Speed" "900" //speed of projectile
  1483. // "Gravity" "0.9" //effects of gravity on the projectile, only for projectiles
  1484. // "Heat" "12" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1485. // "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  1486. // "Cycle Time" "1.5" //time between shots
  1487. // "Clip Size" "12" //ammo loaded per reloads
  1488. // "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  1489. // "Unlimited Ammo" "0"
  1490. // "Reload Time" "15.0" //time to load one clip
  1491. // "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  1492. // "Heat To Target" "0.3" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1493. // "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1494. // "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
  1495. // "Explosion Force" "150" //force of explosion
  1496. // "Explosion Sprite" "21"
  1497. // "Damage Over Time Radius" "300" // The radius of the DOT effect
  1498. // "Damage Over Time Length" "15" // The length in seconds of the DOT effect
  1499. // "Damage Over Time Interval" "1" // The damage interval in seconds of the DOT effect
  1500. // "Muzzle Flash" "muzzle_std_cn"
  1501. //
  1502. // //only for missile launchers
  1503. // "Dumb Missile" "0" //'1' if missile flies straight ahead
  1504. // "Homing Missile" "0" //'1' if missile flies towards locked on target
  1505. // "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1506. // "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1507. // "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1508. // "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1509. // }
  1510. // "Static Grenade"
  1511. // {
  1512. // "Name" "Static Grenade" //name given when selecting weapons
  1513. // "HUD Name" "Static/GL" //name displayed in the weapon area of the vehicle HUD
  1514. // "Description" "A multi-explosion static grenade with a high rate of fire." //description given when selecting weapons
  1515. // "Icon" "vehicles/gui/weapons/gl_elec_med" //icon drawn in the GUI
  1516. // "HUD Icon" "vehicles/gui/weapons/gl"
  1517. // "Size" "2" //number of slots required when selecting weapons
  1518. // "Type" "4" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1519. // "Cost" "1"
  1520. // "Team" "ALL" //team that can use this "NF" or "IMP"
  1521. // "Research" "" //name of research item that must be researched before using
  1522. // "Sound Firing" "Vehicle_GL.Fire"
  1523. // "Sound Impact" "Vehicle_GL.Impact"
  1524. // "Sound Reloading" ""
  1525. //
  1526. // "Damage Type" "Explosive"
  1527. // "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1528. // "Damage" "20" //damage done by projectile
  1529. // "Speed" "900" //speed of projectile
  1530. // "Gravity" "0.9" //effects of gravity on the projectile, only for projectiles
  1531. // "Heat" "5" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1532. // "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  1533. // "Cycle Time" "0.5" //time between shots
  1534. // "Clip Size" "5" //ammo loaded per reloads
  1535. // "Unlimited Ammo" "0"
  1536. // "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
  1537. // "Reload Time" "10.0" //time to load one clip
  1538. // "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  1539. // "Heat To Target" "0.3" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1540. // "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1541. // "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
  1542. // "Explosion Force" "150" //force of explosion
  1543. // "Explosion Sprite" "20"
  1544. // "Damage Over Time Radius" "300" // The radius of the DOT effect
  1545. // "Damage Over Time Length" "1.2" // The length in seconds of the DOT effect
  1546. // "Damage Over Time Interval" "0.4" // The damage interval in seconds of the DOT effect
  1547. // "Muzzle Flash" "muzzle_std_cn"
  1548. //
  1549. // //only for missile launchers
  1550. // "Dumb Missile" "0" //'1' if missile flies straight ahead
  1551. // "Homing Missile" "0" //'1' if missile flies towards locked on target
  1552. // "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1553. // "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1554. // "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1555. // "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1556. // }
  1557. // "Tesla Bolt"
  1558. // {
  1559. // "Name" "Tesla Bolt" //name given when selecting weapons
  1560. // "HUD Name" "Tesla Bolt" //name displayed in the weapon area of the vehicle HUD
  1561. // "Description" "A short range Lightning bolt, dealing damage as long as it's on target" //description given when selecting weapons
  1562. // "Icon" "vehicles/gui/weapons/mg_tesla_med" //icon drawn in the GUI
  1563. // "HUD Icon" "vehicles/gui/weapons/mg"
  1564. // "Size" "2" //number of slots required when selecting weapons
  1565. // "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1566. // "Cost" "80" //cost of this weapon added onto vehicle cost
  1567. // "Team" "ALL" //team that can use this "NF" or "IMP"
  1568. // "Research" "" //name of research item that must be researched before using
  1569. // "Sound Firing" "Vehicle_MG.Fire"
  1570. // "Sound Impact" ""
  1571. // "Sound Reloading" ""
  1572. //
  1573. // "Damage Type" "Bullet"
  1574. // "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1575. // "Damage" "5" //damage done by projectile
  1576. // "Speed" "1000" //speed of projectile
  1577. // "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1578. // "Heat" "1.0" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1579. // "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
  1580. // "Cycle Time" "0.03" //time between shots
  1581. // "Clip Size" "250" //ammo loaded per reloads
  1582. // "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
  1583. // "Unlimited Ammo" "0"
  1584. // "Reload Time" "5.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  1585. // "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  1586. // "Heat To Target" "1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1587. // "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1588. // "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
  1589. // "Explosion Force" "0" //force of explosion
  1590. //
  1591. //
  1592. // //only for missile launchers
  1593. // "Dumb Missile" "0" //'1' if missile flies straight ahead
  1594. // "Homing Missile" "0" //'1' if missile flies towards locked on target
  1595. // "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1596. // "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1597. // "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1598. // "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1599. // "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  1600. // "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  1601. //
  1602. // //effects
  1603. // "Tracer Type" "tracer_tesla_beam" //Tracer effect, tracer names are logical, a list: tracer_du, tracer_bio, tracer_he, tracer_rifle, tracer_smg, tracer_vehiclemg, tracer_cg, tracer_plasma
  1604. // "Muzzle Flash" "tracer_tesla_beam_muzzle"
  1605. // //Falloff
  1606. // "Falloff" "2000"
  1607. // "Falloffbase" "0.19"
  1608. // "MinimalDamage" "0"
  1609. //
  1610. // }
  1611. "smallBombBay"
  1612. {
  1613. "Name" "Small Bomb Bay" //name given when selecting weapons
  1614. "HUD Name" "Small BB" //name displayed in the weapon area of the vehicle HUD
  1615. "Description" "A small bomb bay with a low total ammo but quick reload time." //description given when selecting weapons
  1616. "Icon" "vehicles/gui/weapons/bb_med" //icon drawn in the GUI
  1617. "HUD Icon" "vehicles/gui/weapons/bb"
  1618. "Size" "2" //number of slots required when selecting weapons
  1619. "Type" "5" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1620. "Cost" "4"
  1621. "Team" "ALL" //team that can use this "NF" or "IMP"
  1622. "Research" "" //name of research item that must be researched before using
  1623. "Sound Firing" ""
  1624. "Sound Impact" "Vehicle_CN.Impact"
  1625. "Sound Reloading" "Vehicle_Weapon.Reload"
  1626.  
  1627. "Damage Type" "ExtraType1"
  1628. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1629. "Damage" "20" //damage done by projectile
  1630. "Speed" "0" //speed of projectile
  1631. "Gravity" "1.0" //effects of gravity on the projectile, only for projectiles
  1632. "Heat" "1" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1633. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  1634. "Cycle Time" "0.5" //time between shots
  1635. "Clip Size" "6" //ammo loaded per reloads
  1636. "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
  1637. "Reload Time" "6.0" //time to load one clip
  1638. "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  1639. "Heat To Target" "5" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1640. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1641. "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
  1642. "Explosion Force" "0" //force of explosion
  1643.  
  1644.  
  1645. //only for missile launchers
  1646. "Dumb Missile" "0" //'1' if missile flies straight ahead
  1647. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1648. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1649. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1650. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1651. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1652. }
  1653.  
  1654. //aircraft weapons
  1655.  
  1656. // "Anti-Tank Heavy Machine Gun"
  1657. // {
  1658. // "Name" "20 MM Vulcan Cannon" //name given when selecting weapons
  1659. // "HUD Name" "Vulcan Cannon" //name displayed in the weapon area of the vehicle HUD
  1660. // "Description" "The vulcan cannon is the standard weapon on all aircraft." //description given when selecting weapons
  1661. // "Icon" "vehicles/gui/weapons/mg_large" //icon drawn in the GUI
  1662. // "HUD Icon" "vehicles/gui/weapons/mg"
  1663. // "Size" "3" //number of slots required when selecting weapons
  1664. // "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1665. // "Cost" "50" //cost of this weapon added onto vehicle cost
  1666. // "Team" "ALL" //team that can use this "NF" or "IMP"
  1667. // "Sound Firing" "Vehicle_MG.Fire"
  1668. // "Sound Impact" ""
  1669. // "Sound Reloading" ""
  1670. //
  1671. // "Damage Type" "ExtraType1"
  1672. // "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1673. // "Damage" "50" //damage done by projectile
  1674. // "Speed" "1000" //speed of projectile
  1675. // "Gravity" "0" //effects of gravity on the projectile, only for projectiles
  1676. // "Heat" "0" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1677. // "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  1678. // "Cycle Time" "0.05" //time between shots
  1679. // "Clip Size" "500" //ammo loaded per reloads
  1680. // "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
  1681. // "Reload Time" "8.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
  1682. // "Projectile Spread" "0.02" //only applicable to machine guns at the moment
  1683. // "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1684. // "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1685. // "Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1686. // "Explosion Radius" "50" //radius of damage sphere to hurt surrounding entities
  1687. // "Explosion Force" "30" //force of explosion
  1688. //
  1689. //
  1690. // //only for missile launchers
  1691. // "Dumb Missile" "0" //'1' if missile flies straight ahead
  1692. // "Homing Missile" "0" //'1' if missile flies towards locked on target
  1693. // "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1694. // "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1695. // "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1696. // "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1697. // "Countermeasure Effectiveness" "0.9" //a percentage (1 = 100%) which determines how likely the missile will lock onto a flare or chaff rather than the actual target when flares or chaff is inbetween it and its target. When a flare or chaff is detected in front of the missile, a number between 0.000 and 1.000 is generated. If the number is less than the effectiveness number, the missile will target the flare/chaff.
  1698. // "Turning Ability" "0.2" //determines how effective the missile can turn to home in on its target or guide itself to the crosshair for a guided missile; 1.0 means the missile can turn instantly towards its target, 0.0 and the missile doesn't turn at all
  1699. // }
  1700.  
  1701. "largeBombBay"
  1702. {
  1703. "Name" "Large Bomb Bay" //name given when selecting weapons
  1704. "HUD Name" "Large BB" //name displayed in the weapon area of the vehicle HUD
  1705. "Description" "A large bomb bay with a high total ammo but also high reload time." //description given when selecting weapons
  1706. "Icon" "vehicles/gui/weapons/bb_large" //icon drawn in the GUI
  1707. "HUD Icon" "vehicles/gui/weapons/bb"
  1708. "Size" "3" //number of slots required when selecting weapons
  1709. "Type" "5" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1710. "Cost" "4"
  1711. "Team" "ALL" //team that can use this "NF" or "IMP"
  1712. "Research" "" //name of research item that must be researched before using
  1713. "Sound Firing" ""
  1714. "Sound Impact" "Vehicle_CN.Impact"
  1715. "Sound Reloading" "Vehicle_Weapon.Reload"
  1716.  
  1717. "Damage Type" "ExtraType1"
  1718. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1719. "Damage" "40" //damage done by projectile
  1720. "Speed" "0" //speed of projectile
  1721. "Gravity" "1.0" //effects of gravity on the projectile, only for projectiles
  1722. "Heat" "2" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1723. "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
  1724. "Cycle Time" "0.6" //time between shots
  1725. "Clip Size" "12" //ammo loaded per reloads
  1726. "Total Ammo Clips" "6" //max ammo clips carried (0 is the same as not using clips)
  1727. "Reload Time" "14.0" //time to load one clip
  1728. "Projectile Spread" "0.001" //only applicable to machine guns at the moment
  1729. "Heat To Target" "5" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1730. "Inertia" "1" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1731. "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
  1732. "Explosion Force" "0" //force of explosion
  1733.  
  1734.  
  1735. //only for missile launchers
  1736. "Dumb Missile" "0" //'1' if missile flies straight ahead
  1737. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1738. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1739. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1740. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1741. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1742. }
  1743. "Improved Standard Cannon"
  1744. {
  1745. "Name" "Improved Std Cannon" //name given when selecting weapons
  1746. "HUD Name" "IStd CN" //name displayed in the weapon area of the vehicle HUD
  1747. "Description" "A small caliber cannon that fires tank shells." //description given when selecting weapons
  1748. "Icon" "vehicles/gui/weapons/cn_std_med" //icon drawn in the GUI
  1749. "HUD Icon" "vehicles/gui/weapons/cn"
  1750. "Size" "2" //number of slots required when selecting weapons
  1751. "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
  1752. "Cost" "50"
  1753. "Team" "ALL" //team that can use this "NF" or "IMP"
  1754. "Research" "" //name of research item that must be researched before using
  1755. "Sound Firing" "Vehicle_CN.Fire"
  1756. "Sound Impact" "Vehicle_CN.Impact"
  1757. "Sound Reloading" ""
  1758.  
  1759. "Damage Type" "Kinetic"
  1760. "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
  1761.  
  1762. "Damage" "50" //damage done by projectile
  1763. "Speed" "3300" //speed of projectile
  1764. "Gravity" "0.5" //effects of gravity on the projectile, only for projectiles
  1765. "Heat" "8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
  1766. "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
  1767. "Cycle Time" "1.4" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
  1768. "Clip Size" "40" //ammo loaded per reloads
  1769. "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
  1770. "Unlimited Ammo" "0"
  1771. "Reload Time" "0" //time to load one clip
  1772. "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
  1773. "Projectile Spread" "1" //only applicable to machine guns at the moment
  1774. "Heat To Target" "1" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
  1775. "Inertia" "1.5" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
  1776. "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
  1777. "Explosion Force" "100" //force of explosion
  1778. "Explosion Sprite" "1"
  1779. "Muzzle Flash" "muzzle_std_cn"
  1780.  
  1781. //only for missile launchers
  1782. "Dumb Missile" "0" //'1' if missile flies straight ahead
  1783. "Homing Missile" "0" //'1' if missile flies towards locked on target
  1784. "Guided Missile" "0" //'1' if missile follows crosshairs after launch
  1785. "Missile Range" "0" //max range in HL2 units (1 inch = 1) that the player can lock onto a target with a homing missile, or range from vehicle being fired from when a guided missile stops following the player's crosshairs
  1786. "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
  1787. "Lock Range Modifier" "0" //modifies lock on time based on range (as range increases, lock on time increases based on the modifier: modifier * range to target + lock on time = total lock on time)
  1788. }
  1789.  
  1790.  
  1791.  
  1792. }
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