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- Vehicle_Weapons
- {
- "Standard Machine Gun"
- {
- "Name" "Standard Machine Gun" //name given when selecting weapons
- "HUD Name" "Std MG" //name displayed in the weapon area of the vehicle HUD
- "Description" "A small machine gun that fires anti-infantry rounds." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_std_sml" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "1" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "50" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_MG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Bullet" //Which damage type this weapon falls under, armor, structures and infantry dictate the resistance against the chosen damage type.
- "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'"
- "Damage" "30" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "1" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "30" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.1" //time between shots
- "Clip Size" "60" //ammo loaded per reloads
- "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.015" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "0" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //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)
- //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
- "Player Bio Damage" "0" //damage inflicted to players every interval
- "Player Bio Time" "0" //total time to inflict damage to players
- "Player Bio Interval" "0" //time inbetween each infliction of damage to players
- "Vehicle Bio Damage" "0" //damage inflicted to vehicles every interval
- "Vehicle Bio Time" "0" //total time to inflict damage to vehicles
- "Vehicle Bio Interval" "0" //time inbetween each infliction of damage to vehicles
- //effects
- "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
- "Muzzle Flash" "tracer_vehiclemg_muzzle"
- //Falloff
- "Falloff" "2000"
- "Falloffbase" "0.8"
- "MinimalDamage" "15"
- }
- "Bio Machine Gun"
- {
- "Name" "Bio Machine Gun" //name given when selecting weapons
- "HUD Name" "Bio MG" //name displayed in the weapon area of the vehicle HUD
- "Description" "A small machine gun that fires bullets containing infectious material to do continual damage to a target." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_bio_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Biological Projectile" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_BioMG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "APBullet"
- "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'"
- "Damage" "5" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "2.25" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.2" //time between shots
- "Clip Size" "30" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.03" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "0" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //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)
- //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
- "Player Bio Damage" "5" //damage inflicted to players every interval
- "Player Bio Time" "5" //total time to inflict damage to players
- "Player Bio Interval" "1" //time inbetween each infliction of damage to players
- "Vehicle Bio Damage" "5" //damage inflicted to vehicles every interval
- "Vehicle Bio Time" "5" //total time to inflict damage to vehicles
- "Vehicle Bio Interval" "1" //time inbetween each infliction of damage to vehicles
- //explosion effects
- "Explosion Speed" "3" //how long the explosion sprite lives (15 is default)
- "Explosion Sprite" "1" //explosion sprite to use for explosion, 0 = default, 1 = green (bio), 2 = blue (plasma)
- //effects
- "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
- "Muzzle Flash" "tracer_bio_muzzle"
- //Falloff
- "Falloff" "2500"
- "Falloffbase" "0.8"
- "MinimalDamage" "4"
- }
- ".50 Caliber Medium Machine Gun"
- {
- "Name" ".50 Cal Medium MG" //name given when selecting weapons
- "HUD Name" ".50 MG" //name displayed in the weapon area of the vehicle HUD
- "Description" "A heavier .50 caliber firing medium machine gun." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_50cal_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Heavy Caliber Machine Gun" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_L50MG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Bullet"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "35" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "0.8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.06" //time between shots
- "Clip Size" "75" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.01" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "0" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //effects
- "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
- "Muzzle Flash" "tracer_vehiclemg_muzzle"
- //Falloff
- "Falloff" "2500"
- "Falloffbase" "0.9"
- "MinimalDamage" "30"
- }
- ".50 Caliber Heavy Machine Gun"
- {
- "Name" ".50 Cal Heavy MG" //name given when selecting weapons
- "HUD Name" ".50 HMG" //name displayed in the weapon area of the vehicle HUD
- "Description" "A heavier .50 caliber firing heavy machine gun." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_50cal_hvy" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "3" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "75" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Heavy Caliber Machine Gun" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_H50MG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Bullet"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "43" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "0.8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "90" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.06" //time between shots
- "Clip Size" "125" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.01" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "0" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //effects
- "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
- "Muzzle Flash" "tracer_vehiclemg_muzzle"
- //Falloff
- "Falloff" "2500"
- "Falloffbase" "0.9"
- "MinimalDamage" "40"
- }
- "Anti-Tank Machine Gun"
- {
- "Name" "Depleted Uranium MG" //name given when selecting weapons
- "HUD Name" "DU MG" //name displayed in the weapon area of the vehicle HUD
- "Description" "This machine gun fires ammunition which can damage vehicle armor." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_du_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Heavy Caliber Machine Gun" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_DUMG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "APBullet"
- "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "6" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "2" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.15" //time between shots
- "Clip Size" "140" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.04" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "50" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "30" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //effects
- "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
- "Muzzle Flash" "tracer_du_muzzle"
- //Falloff
- "Falloff" "2500"
- "Falloffbase" "0.6"
- "MinimalDamage" "5"
- }
- "Anti-Tank Heavy Machine Gun"
- {
- "Name" "Depleted Uranium HMG" //name given when selecting weapons
- "HUD Name" "DU HMG" //name displayed in the weapon area of the vehicle HUD
- "Description" "This machine gun fires ammunition which can damage vehicle armor. It is more damaging than the standard version." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_du_hvy" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "3" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "75" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Heavy Caliber Machine Gun" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_DUHMG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "APBullet"
- "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "8" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "2.3" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "80" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.12" //time between shots
- "Clip Size" "180" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.035" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "50" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "30" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //effects
- "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
- "Muzzle Flash" "tracer_du_muzzle"
- //Falloff
- "Falloff" "2500"
- "Falloffbase" "0.6"
- "MinimalDamage" "6"
- }
- "Chain Gun"
- {
- "Name" "Chain Gun" //name given when selecting weapons
- "HUD Name" "CG" //name displayed in the weapon area of the vehicle HUD
- "Description" "This chain gun fires at a very fast rate." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_chain_sml" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "1" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "50" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_CGMG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Bullet"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "22" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "0.35" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.04" //time between shots
- "Clip Size" "200" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.03" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "0" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //effects
- "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
- "Muzzle Flash" "tracer_cg_muzzle"
- //Falloff
- "Falloff" "1500"
- "Falloffbase" "0.7"
- "MinimalDamage" "10"
- }
- "Medium Chain Gun"
- {
- "Name" "Medium Chain Gun" //name given when selecting weapons
- "HUD Name" "Med CG" //name displayed in the weapon area of the vehicle HUD
- "Description" "This machine gun fires at a very fast rate. Its damage is greater than the smaller version." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_chain_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "55" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_HCGMG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Bullet"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "30" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "0.35" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.03" //time between shots
- "Clip Size" "250" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.03" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "0" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //effects
- "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
- "Muzzle Flash" "tracer_cg_muzzle"
- "Falloff" "1800"
- "Falloffbase" "0.7"
- "MinimalDamage" "15"
- }
- "Plasma Machine Gun"
- {
- "Name" "Plasma Machine Gun" //name given when selecting weapons
- "HUD Name" "Plasma MG" //name displayed in the weapon area of the vehicle HUD
- "Description" "This machine gun fires superheated rounds which are designed to overheat the target vehicle." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_plasma_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "50" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Plasma Bullet Projectile" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_PlasmaMG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "GeneralPhysics"
- "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "4" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "2" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.24" //time between shots
- "Clip Size" "200" //ammo loaded per reloads
- "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.04" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "10" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "10" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //explosion effects
- "Explosion Speed" "2" //how fast the explosion sprite fades (15 is default fps)
- "Explosion Sprite" "2" //explosion sprite to use for explosion, 0 = default, 1 = green (bio), 2 = blue (plasma)
- //effects
- "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
- "Muzzle Flash" "tracer_plasma_muzzle"
- }
- //NOTATION!
- //AMMO TYPE OF HEMG HAS TEMPORARELY CHANGED TO 1 (ARMOR PIERCING) FROM 2 (EXPLOSIVE) REQUESTED BY EMPTY
- "HE MG"
- {
- "HUD Name" "HE MG" //name displayed in the weapon area of the vehicle HUD
- "Name" "High Explosive MG" //name given when selecting weapons
- "Description" "This machine gun fires rounds which explode upon impact. It is very effective against vehicles." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/mg_he_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/mg"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "75" //cost of this weapon added onto vehicle cost
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Explosive Tipped Bullets" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_HEMG.Fire"
- "Sound Impact" ""
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "BulletExplosive"
- "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "24" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "5" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "60" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.5" //time between shots
- "Clip Size" "40" //ammo loaded per reloads
- "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "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)
- "Projectile Spread" "0.01" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "120" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "50" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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.
- "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
- //effects
- "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
- "Muzzle Flash" "tracer_he_muzzle"
- }
- "Standard Cannon"
- {
- "Name" "Standard Cannon" //name given when selecting weapons
- "HUD Name" "Std CN" //name displayed in the weapon area of the vehicle HUD
- "Description" "A small caliber cannon that fires tank shells." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/cn_std_sml" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/cn"
- "Size" "1" //number of slots required when selecting weapons
- "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "50"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_CN.Fire"
- "Sound Impact" "Vehicle_CN.Impact"
- "Sound Reloading" ""
- "Damage Type" "Kinetic"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "50" //damage done by projectile
- "Speed" "3000" //speed of projectile
- "Gravity" "0.5" //effects of gravity on the projectile, only for projectiles
- "Heat" "10" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1.4" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
- "Clip Size" "40" //ammo loaded per reloads
- "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "0" //time to load one clip
- "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
- "Projectile Spread" "1" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "100" //force of explosion
- "Explosion Sprite" "1"
- "Muzzle Flash" "muzzle_std_cn"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "Ranged Cannon"
- {
- "Name" "Ranged Cannon" //name given when selecting weapons
- "HUD Name" "Ranged CN" //name displayed in the weapon area of the vehicle HUD
- "Description" "A small caliber cannon that fires tank shells. Its barrel is enhanced for longer ranges." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/cn_ranged_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/cn"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Extended Range Cannon" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_CN.Fire"
- "Sound Impact" "Vehicle_CN.Impact"
- "Sound Reloading" ""
- "Damage Type" "Kinetic"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "60" //damage done by projectile
- "Speed" "3300" //speed of projectile
- "Gravity" "0.1" //effects of gravity on the projectile, only for projectiles
- "Heat" "8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1.5" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
- "Clip Size" "40" //ammo loaded per reloads
- "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "0" //time to load one clip
- "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
- "Projectile Spread" "0" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "150" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "100" //force of explosion
- "Explosion Sprite" "7"
- "Muzzle Flash" "muzzle_lr_cn"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "High Explosive Cannon"
- {
- "Name" "High Explosive Cannon" //name given when selecting weapons
- "HUD Name" "HE CN" //name displayed in the weapon area of the vehicle HUD
- "Description" "This cannon has its explosive compound upgraded for a stronger explosion upon impact." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/cn_he_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/cn"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "75"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Explosive Shells" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_HECN.Fire"
- "Sound Impact" "Vehicle_HECN.Impact"
- "Sound Reloading" ""
- "Damage Type" "Explosive"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "70" //damage done by projectile
- "Speed" "3000" //speed of projectile
- "Gravity" "0.4125" //effects of gravity on the projectile, only for projectiles
- "Heat" "12" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "2.0" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
- "Clip Size" "30" //ammo loaded per reloads
- "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "0" //time to load one clip
- "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
- "Projectile Spread" "1" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "450" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "200" //force of explosion
- "Explosion Sprite" "17"
- "Muzzle Flash" "muzzle_he_cn"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- //explosion effects
- "Explosion Speed" "10" //how fast the explosion sprite fades (15 is default fps)
- }
- "Plasma Cannon"
- {
- "Name" "Plasma Cannon" //name given when selecting weapons
- "HUD Name" "Plasma CN" //name displayed in the weapon area of the vehicle HUD
- "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
- "Icon" "vehicles/gui/weapons/cn_plasma_hvy" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/cn"
- "Size" "3" //number of slots required when selecting weapons
- "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "80"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Plasma Cannon Projectile" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_PC.Fire"
- "Sound Impact" "Vehicle_PC.Impact"
- "Sound Reloading" ""
- "Damage Type" "GeneralPhysics"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "110" //damage done by projectile
- "Speed" "3000" //speed of projectile
- "Gravity" "0.4125" //effects of gravity on the projectile, only for projectiles
- "Heat" "20" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "3" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
- "Clip Size" "30" //ammo loaded per reloads
- "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "0" //time to load one clip
- "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
- "Projectile Spread" "1" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "100" //force of explosion
- "Explosion Sprite" "5"
- "Muzzle Flash" "muzzle_plasma_cn"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- //explosion effects
- "Explosion Speed" "10" //how fast the explosion sprite fades (15 is default fps)
- // "Vehicle Bio Damage" "3" //damage inflicted to vehicles every interval
- // "Vehicle Bio Time" "5" //total time to inflict damage to vehicles
- // "Vehicle Bio Interval" "1" //time inbetween each infliction of damage to vehicles
- }
- "Rail Gun"
- {
- "Name" "Rail Gun" //name given when selecting weapons
- "HUD Name" "Rail CN" //name displayed in the weapon area of the vehicle HUD
- "Description" "This cannon uses magnetic coils to accelerate the shell. It produces less heat and can fire faster." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/cn_rail_hvy" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/cn"
- "Size" "3" //number of slots required when selecting weapons
- "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "80"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Rail Gun" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_RG.Fire"
- "Sound Impact" "Vehicle_RG.Impact"
- "Sound Reloading" ""
- "Damage Type" "Kinetic"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "50" //damage done by projectile
- "Speed" "3600" //speed of projectile
- "Gravity" "0.3" //effects of gravity on the projectile, only for projectiles
- "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.8" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
- "Clip Size" "60" //ammo loaded per reloads
- "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "0" //time to load one clip
- "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
- "Projectile Spread" "0.1" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "50" //force of explosion
- "Explosion Sprite" "6"
- "Muzzle Flash" "muzzle_rail_cn"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "smallArtilleryCannon"
- {
- "Name" "Small Artillery Cannon" //name given when selecting weapons
- "HUD Name" "Small AC" //name displayed in the weapon area of the vehicle HUD
- "Description" "An artillery cannon with high damage but low reload times. It has the shortest range but fastest reload." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/ac_std_sml" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ac"
- "Size" "1" //number of slots required when selecting weapons
- "Type" "2" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "50"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_AC.Fire"
- "Sound Impact" "Vehicle_AC.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "ExplosiveArt"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "115" //damage done by projectile
- "Speed" "1700" //speed of projectile
- "Gravity" "0.8" //effects of gravity on the projectile, only for projectiles
- "Heat" "10" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "60" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1" //time between shots
- "Clip Size" "10" //ammo loaded per reloads
- "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "5.0" //time to load one clip
- "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "550" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "500" //force of explosion
- "Explosion Sprite" "12"
- "Muzzle Flash" "muzzle_default_arty"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "medArtilleryCannon"
- {
- "Name" "Medium Artillery Cannon" //name given when selecting weapons
- "HUD Name" "Medium AC" //name displayed in the weapon area of the vehicle HUD
- "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
- "Icon" "vehicles/gui/weapons/ac_std_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ac"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "2" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_AC.Fire"
- "Sound Impact" "Vehicle_AC.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "ExplosiveArt"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "140" //damage done by projectile
- "Speed" "1500" //speed of projectile
- "Gravity" "0.6" //effects of gravity on the projectile, only for projectiles
- "Heat" "10" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1.6" //time between shots
- "Clip Size" "10" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "8.0" //time to load one clip
- "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "700" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "600" //force of explosion
- "Explosion Sprite" "12"
- "Muzzle Flash" "muzzle_default_arty"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "High Explosive Artillery"
- {
- "Name" "High Explosive Artillery" //name given when selecting weapons
- "HUD Name" "HE AC" //name displayed in the weapon area of the vehicle HUD
- "Description" "An artillery cannon with the greatest damage." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/ac_he_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ac"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "2" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "75"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Explosive Shells" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_HEAC.Fire"
- "Sound Impact" "Vehicle_HEAC.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "ExplosiveArt"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "160" //damage done by projectile
- "Speed" "1800" //speed of projectile
- "Gravity" "0.4" //effects of gravity on the projectile, only for projectiles
- "Heat" "15" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "2" //time between shots
- "Clip Size" "10" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "7.0" //time to load one clip
- "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "900" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "700" //force of explosion
- "Explosion Sprite" "13"
- "Muzzle Flash" "muzzle_he_arty"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- //explosion effects
- "Explosion Speed" "10" //how fast the explosion sprite fades (15 is default fps)
- }
- "Ranged Artillery Cannon"
- {
- "Name" "Ranged Artillery Cannon" //name given when selecting weapons
- "HUD Name" "Ranged AC" //name displayed in the weapon area of the vehicle HUD
- "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
- "Icon" "vehicles/gui/weapons/ac_ranged_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ac"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "2" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Extended Range Cannon" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_AC.Fire"
- "Sound Impact" "Vehicle_AC.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "KineticArt"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "120" //damage done by projectile
- "Speed" "2800" //speed of projectile
- "Gravity" "0.6" //effects of gravity on the projectile, only for projectiles
- "Heat" "20" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "2" //time between shots
- "Clip Size" "10" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "8.0" //time to load one clip
- "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "1000" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "500" //force of explosion
- "Explosion Sprite" "13"
- "Muzzle Flash" "muzzle_lr_arty"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "singleMissileLauncher"
- {
- "Name" "Standard ML" //name given when selecting weapons
- "HUD Name" "ML" //name displayed in the weapon area of the vehicle HUD
- "Description" "A dumb fire missile launcher with no homing capabilities." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/ml_std_sml" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ml"
- "Size" "1" //number of slots required when selecting weapons
- "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "50"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_ML.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Missile"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "40" //damage done by projectile
- "Speed" "1600" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "30" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1.2" //time between shots
- "Clip Size" "4" //ammo loaded per reloads
- "Total Ammo Clips" "5" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "3.0" //time to load one clip
- "Projectile Spread" "1.5" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "50" //force of explosion
- "Explosion Sprite" "10"
- "Muzzle Flash" "muzzle_default_ml"
- //only for missile launchers
- "Dumb Missile" "1" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "Upgraded Missile Launcher"
- {
- "Name" "Upgraded ML" //name given when selecting weapons
- "HUD Name" "U/ML" //name displayed in the weapon area of the vehicle HUD
- "Description" "A dumb fire missile launcher with no homing capabilities but greater speed and damage than standard version." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/ml_upgraded_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ml"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Upgraded Missile Warhead" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_ML.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Missile"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "60" //damage done by projectile
- "Speed" "2500" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1.0" //time between shots
- "Clip Size" "7" //ammo loaded per reloads
- "Total Ammo Clips" "7" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "3.8" //time to load one clip
- "Projectile Spread" "0.5" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "50" //force of explosion
- "Explosion Sprite" "8"
- "Muzzle Flash" "muzzle_default_ml"
- //only for missile launchers
- "Dumb Missile" "1" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- //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)
- //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
- "Player Bio Damage" "0" //damage inflicted to players every interval
- "Player Bio Time" "0" //total time to inflict damage to players
- "Player Bio Interval" "0" //time inbetween each infliction of damage to players
- "Vehicle Bio Damage" "0" //damage inflicted to vehicles every interval
- "Vehicle Bio Time" "0" //total time to inflict damage to vehicles
- "Vehicle Bio Interval" "0" //time inbetween each infliction of damage to vehicles
- }
- "Biological Warhead"
- {
- "Name" "Biological Warhead" //name given when selecting weapons
- "HUD Name" "Bio ML" //name displayed in the weapon area of the vehicle HUD
- "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
- "Icon" "vehicles/gui/weapons/ml_bio_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ml"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Biological Warhead" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_ML.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Missile"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "40" //damage done by projectile
- "Speed" "1800" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "3.0" //time between shots
- "Clip Size" "5" //ammo loaded per reloads
- "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "6.0" //time to load one clip
- "Projectile Spread" "0.5" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "50" //force of explosion
- "Explosion Sprite" "3"
- "Muzzle Flash" "muzzle_bio_ml"
- //only for missile launchers
- "Dumb Missile" "1" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- //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)
- //all weapons can use these, explosions will infect all players and vehicles the explosion touches, not just the direct hit target
- "Player Bio Damage" "5" //damage inflicted to players every interval
- "Player Bio Time" "15" //total time to inflict damage to players
- "Player Bio Interval" "1" //time inbetween each infliction of damage to players
- "Vehicle Bio Damage" "10" //damage inflicted to vehicles every interval
- "Vehicle Bio Time" "15" //total time to inflict damage to vehicles
- "Vehicle Bio Interval" "1" //time inbetween each infliction of damage to vehicles
- //explosion effects
- "Explosion Speed" "10" //how fast the explosion sprite fades (15 is default fps)
- }
- "HIT Warhead"
- {
- "Name" "HIT Missile" //name given when selecting weapons
- "HUD Name" "HIT" //name displayed in the weapon area of the vehicle HUD
- "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
- "Icon" "vehicles/gui/weapons/ml_nuke_hvy" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ml"
- "Size" "3" //number of slots required when selecting weapons
- "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "85"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "HIT Warhead" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_Nuke.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "MissileExplosive"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "300" //damage done by projectile
- "Speed" "1000" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "75" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "150" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "12.0" //time between shots
- "Clip Size" "9" //ammo loaded per reloads
- "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "0" //time to load one clip
- "Reload Amount" "3"
- "Projectile Spread" "1.25" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "1550" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "100000" //force of explosion
- "Explosion Sprite" "11"
- "Muzzle Flash" "muzzle_nuke_ml"
- //only for missile launchers
- "Dumb Missile" "1" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- //explosion effects
- "Explosion Speed" "2" //how fast the explosion sprite fades (15 is default fps)
- }
- "salvoMissileLauncher"
- {
- "Name" "Salvo Missile Launcher" //name given when selecting weapons
- "HUD Name" "S/ML" //name displayed in the weapon area of the vehicle HUD
- "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
- "Icon" "vehicles/gui/weapons/ml_salvo_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ml"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Upgraded Missile Warhead" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_ML.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Missile"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "40" //damage done by projectile
- "Speed" "1800" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "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
- "Clip Size" "6" //ammo loaded per reloads
- "Total Ammo Clips" "12" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "8.4" //time to load one clip
- "Projectile Spread" "1.5" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "20" //force of explosion
- "Explosion Sprite" "14"
- "Muzzle Flash" "muzzle_salvo_ml"
- //only for missile launchers
- "Dumb Missile" "1" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "salvoguidedMissileLauncher"
- {
- "Name" "Salvo Guided ML" //name given when selecting weapons
- "HUD Name" "SG/ML" //name displayed in the weapon area of the vehicle HUD
- "Description" "A missile launcher which fires a salvo of missiles that follow the crosshairs after launch." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/ml_salvo_guided_hvy" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ml"
- "Size" "3" //number of slots required when selecting weapons
- "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "85"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Guided Missiles" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_ML.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Missile"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "40" //damage done by projectile
- "Speed" "1200" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "6" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "-.1" //time between shots
- "Clip Size" "5" //ammo loaded per reloads
- "Total Ammo Clips" "9" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "8.5" //time to load one clip
- "Projectile Spread" "4.5" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "110" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "40" //force of explosion
- "Explosion Sprite" "19"
- "Muzzle Flash" "muzzle_default_ml"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "1" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- "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
- }
- "homingMissileLauncher"
- {
- "Name" "Homing Missile Launcher" //name given when selecting weapons
- "HUD Name" "H/ML" //name displayed in the weapon area of the vehicle HUD
- "Description" "A missile launcher which fires a single missile that homes in on the locked on target." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/ml_homing_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ml"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "65"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Homing Missiles" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_ML.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Missile"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "40" //damage done by projectile
- "Speed" "1800" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "9" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.9" //time between shots
- "Clip Size" "4" //ammo loaded per reloads
- "Total Ammo Clips" "9" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "3.0" //time to load one clip
- "Projectile Spread" "1.5" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "40" //force of explosion
- "Explosion Sprite" "18"
- "Muzzle Flash" "muzzle_default_ml"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "1" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0.3" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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
- "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)
- "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.
- "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
- }
- "salvoHomingMissileLauncher"
- {
- "Name" "Salvo Homing ML" //name given when selecting weapons
- "HUD Name" "SH/ML" //name displayed in the weapon area of the vehicle HUD
- "Description" "A missile launcher that fires four missiles at once which home in on the locked on target." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/ml_salvo_homing_hvy" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/ml"
- "Size" "3" //number of slots required when selecting weapons
- "Type" "3" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "70"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Homing Missiles" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_ML.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Missile"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "40" //damage done by projectile
- "Speed" "1800" //speed of projectile
- "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- "Heat" "9" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "-0.1" //time between shots
- "Clip Size" "4" //ammo loaded per reloads
- "Total Ammo Clips" "6" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "4" //time to load one clip
- "Projectile Spread" "1" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "80" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "30" //force of explosion
- "Explosion Sprite" "14"
- "Muzzle Flash" "muzzle_salvo_ml"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "1" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0.4" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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
- "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)
- "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.
- "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
- }
- "grenadeLauncher"
- {
- "Name" "Grenade Launcher" //name given when selecting weapons
- "HUD Name" "GL" //name displayed in the weapon area of the vehicle HUD
- "Description" "A grenade launcher suited for urban combat with its ability of clearing out tight spaces." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/gl_std_sml" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/gl"
- "Size" "1" //number of slots required when selecting weapons
- "Type" "4" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "50"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_GL.Fire"
- "Sound Impact" "Vehicle_GL.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Explosive"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "80" //damage done by projectile
- "Speed" "900" //speed of projectile
- "Gravity" "0.9" //effects of gravity on the projectile, only for projectiles
- "Heat" "12" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1.5" //time between shots
- "Clip Size" "4" //ammo loaded per reloads
- "Total Ammo Clips" "8" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "5.0" //time to load one clip
- "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "250" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "150" //force of explosion
- "Explosion Sprite" "1"
- "Muzzle Flash" "muzzle_std_cn"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "Upgraded Grenade Launcher"
- {
- "Name" "Upgraded Grenade Launcher" //name given when selecting weapons
- "HUD Name" "U/GL" //name displayed in the weapon area of the vehicle HUD
- "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
- "Icon" "vehicles/gui/weapons/gl_upgraded_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/gl"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "4" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "60"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "Upgraded Grenades" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_GL.Fire"
- "Sound Impact" "Vehicle_GL.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "Explosive"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "120" //damage done by projectile
- "Speed" "900" //speed of projectile
- "Gravity" "0.9" //effects of gravity on the projectile, only for projectiles
- "Heat" "12" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1.5" //time between shots
- "Clip Size" "6" //ammo loaded per reloads
- "Total Ammo Clips" "6" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "6.0" //time to load one clip
- "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "500" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "150" //force of explosion
- "Explosion Sprite" "4"
- "Muzzle Flash" "muzzle_std_cn"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- // "Toxic Gas Grenade"
- // {
- // "Name" "Toxic Gas Grenade" //name given when selecting weapons
- // "HUD Name" "Gas/GL" //name displayed in the weapon area of the vehicle HUD
- // "Description" "A grenade which produces a damaging gas cloud in the area of explosion." //description given when selecting weapons
- // "Icon" "vehicles/gui/weapons/gl_bio_med" //icon drawn in the GUI
- // "HUD Icon" "vehicles/gui/weapons/gl"
- // "Size" "2" //number of slots required when selecting weapons
- // "Type" "4" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- // "Cost" "1"
- // "Team" "ALL" //team that can use this "NF" or "IMP"
- // "Research" "" //name of research item that must be researched before using
- // "Sound Firing" "Vehicle_GL.Fire"
- // "Sound Impact" "Vehicle_GL.Impact"
- // "Sound Reloading" ""
- //
- // "Damage Type" "Explosive"
- // "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- // "Damage" "20" //damage done by projectile
- // "Speed" "900" //speed of projectile
- // "Gravity" "0.9" //effects of gravity on the projectile, only for projectiles
- // "Heat" "12" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- // "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- // "Cycle Time" "1.5" //time between shots
- // "Clip Size" "12" //ammo loaded per reloads
- // "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- // "Unlimited Ammo" "0"
- // "Reload Time" "15.0" //time to load one clip
- // "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- // "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)
- // "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)
- // "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
- // "Explosion Force" "150" //force of explosion
- // "Explosion Sprite" "21"
- // "Damage Over Time Radius" "300" // The radius of the DOT effect
- // "Damage Over Time Length" "15" // The length in seconds of the DOT effect
- // "Damage Over Time Interval" "1" // The damage interval in seconds of the DOT effect
- // "Muzzle Flash" "muzzle_std_cn"
- //
- // //only for missile launchers
- // "Dumb Missile" "0" //'1' if missile flies straight ahead
- // "Homing Missile" "0" //'1' if missile flies towards locked on target
- // "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- // "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
- // "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- // "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)
- // }
- // "Static Grenade"
- // {
- // "Name" "Static Grenade" //name given when selecting weapons
- // "HUD Name" "Static/GL" //name displayed in the weapon area of the vehicle HUD
- // "Description" "A multi-explosion static grenade with a high rate of fire." //description given when selecting weapons
- // "Icon" "vehicles/gui/weapons/gl_elec_med" //icon drawn in the GUI
- // "HUD Icon" "vehicles/gui/weapons/gl"
- // "Size" "2" //number of slots required when selecting weapons
- // "Type" "4" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- // "Cost" "1"
- // "Team" "ALL" //team that can use this "NF" or "IMP"
- // "Research" "" //name of research item that must be researched before using
- // "Sound Firing" "Vehicle_GL.Fire"
- // "Sound Impact" "Vehicle_GL.Impact"
- // "Sound Reloading" ""
- //
- // "Damage Type" "Explosive"
- // "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- // "Damage" "20" //damage done by projectile
- // "Speed" "900" //speed of projectile
- // "Gravity" "0.9" //effects of gravity on the projectile, only for projectiles
- // "Heat" "5" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- // "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- // "Cycle Time" "0.5" //time between shots
- // "Clip Size" "5" //ammo loaded per reloads
- // "Unlimited Ammo" "0"
- // "Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
- // "Reload Time" "10.0" //time to load one clip
- // "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- // "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)
- // "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)
- // "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
- // "Explosion Force" "150" //force of explosion
- // "Explosion Sprite" "20"
- // "Damage Over Time Radius" "300" // The radius of the DOT effect
- // "Damage Over Time Length" "1.2" // The length in seconds of the DOT effect
- // "Damage Over Time Interval" "0.4" // The damage interval in seconds of the DOT effect
- // "Muzzle Flash" "muzzle_std_cn"
- //
- // //only for missile launchers
- // "Dumb Missile" "0" //'1' if missile flies straight ahead
- // "Homing Missile" "0" //'1' if missile flies towards locked on target
- // "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- // "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
- // "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- // "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)
- // }
- // "Tesla Bolt"
- // {
- // "Name" "Tesla Bolt" //name given when selecting weapons
- // "HUD Name" "Tesla Bolt" //name displayed in the weapon area of the vehicle HUD
- // "Description" "A short range Lightning bolt, dealing damage as long as it's on target" //description given when selecting weapons
- // "Icon" "vehicles/gui/weapons/mg_tesla_med" //icon drawn in the GUI
- // "HUD Icon" "vehicles/gui/weapons/mg"
- // "Size" "2" //number of slots required when selecting weapons
- // "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- // "Cost" "80" //cost of this weapon added onto vehicle cost
- // "Team" "ALL" //team that can use this "NF" or "IMP"
- // "Research" "" //name of research item that must be researched before using
- // "Sound Firing" "Vehicle_MG.Fire"
- // "Sound Impact" ""
- // "Sound Reloading" ""
- //
- // "Damage Type" "Bullet"
- // "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- // "Damage" "5" //damage done by projectile
- // "Speed" "1000" //speed of projectile
- // "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- // "Heat" "1.0" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- // "Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
- // "Cycle Time" "0.03" //time between shots
- // "Clip Size" "250" //ammo loaded per reloads
- // "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
- // "Unlimited Ammo" "0"
- // "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)
- // "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- // "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)
- // "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)
- // "Explosion Radius" "100" //radius of damage sphere to hurt surrounding entities
- // "Explosion Force" "0" //force of explosion
- //
- //
- // //only for missile launchers
- // "Dumb Missile" "0" //'1' if missile flies straight ahead
- // "Homing Missile" "0" //'1' if missile flies towards locked on target
- // "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- // "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
- // "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- // "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)
- // "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.
- // "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
- //
- // //effects
- // "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
- // "Muzzle Flash" "tracer_tesla_beam_muzzle"
- // //Falloff
- // "Falloff" "2000"
- // "Falloffbase" "0.19"
- // "MinimalDamage" "0"
- //
- // }
- "smallBombBay"
- {
- "Name" "Small Bomb Bay" //name given when selecting weapons
- "HUD Name" "Small BB" //name displayed in the weapon area of the vehicle HUD
- "Description" "A small bomb bay with a low total ammo but quick reload time." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/bb_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/bb"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "5" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "4"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_CN.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "ExtraType1"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "20" //damage done by projectile
- "Speed" "0" //speed of projectile
- "Gravity" "1.0" //effects of gravity on the projectile, only for projectiles
- "Heat" "1" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.5" //time between shots
- "Clip Size" "6" //ammo loaded per reloads
- "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
- "Reload Time" "6.0" //time to load one clip
- "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "0" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- //aircraft weapons
- // "Anti-Tank Heavy Machine Gun"
- // {
- // "Name" "20 MM Vulcan Cannon" //name given when selecting weapons
- // "HUD Name" "Vulcan Cannon" //name displayed in the weapon area of the vehicle HUD
- // "Description" "The vulcan cannon is the standard weapon on all aircraft." //description given when selecting weapons
- // "Icon" "vehicles/gui/weapons/mg_large" //icon drawn in the GUI
- // "HUD Icon" "vehicles/gui/weapons/mg"
- // "Size" "3" //number of slots required when selecting weapons
- // "Type" "0" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- // "Cost" "50" //cost of this weapon added onto vehicle cost
- // "Team" "ALL" //team that can use this "NF" or "IMP"
- // "Sound Firing" "Vehicle_MG.Fire"
- // "Sound Impact" ""
- // "Sound Reloading" ""
- //
- // "Damage Type" "ExtraType1"
- // "Ammo Type" "1" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- // "Damage" "50" //damage done by projectile
- // "Speed" "1000" //speed of projectile
- // "Gravity" "0" //effects of gravity on the projectile, only for projectiles
- // "Heat" "0" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- // "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- // "Cycle Time" "0.05" //time between shots
- // "Clip Size" "500" //ammo loaded per reloads
- // "Total Ammo Clips" "4" //max ammo clips carried (0 is the same as not using clips)
- // "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)
- // "Projectile Spread" "0.02" //only applicable to machine guns at the moment
- // "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)
- // "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)
- // "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)
- // "Explosion Radius" "50" //radius of damage sphere to hurt surrounding entities
- // "Explosion Force" "30" //force of explosion
- //
- //
- // //only for missile launchers
- // "Dumb Missile" "0" //'1' if missile flies straight ahead
- // "Homing Missile" "0" //'1' if missile flies towards locked on target
- // "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- // "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
- // "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- // "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)
- // "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.
- // "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
- // }
- "largeBombBay"
- {
- "Name" "Large Bomb Bay" //name given when selecting weapons
- "HUD Name" "Large BB" //name displayed in the weapon area of the vehicle HUD
- "Description" "A large bomb bay with a high total ammo but also high reload time." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/bb_large" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/bb"
- "Size" "3" //number of slots required when selecting weapons
- "Type" "5" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "4"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" ""
- "Sound Impact" "Vehicle_CN.Impact"
- "Sound Reloading" "Vehicle_Weapon.Reload"
- "Damage Type" "ExtraType1"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "40" //damage done by projectile
- "Speed" "0" //speed of projectile
- "Gravity" "1.0" //effects of gravity on the projectile, only for projectiles
- "Heat" "2" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "100" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "0.6" //time between shots
- "Clip Size" "12" //ammo loaded per reloads
- "Total Ammo Clips" "6" //max ammo clips carried (0 is the same as not using clips)
- "Reload Time" "14.0" //time to load one clip
- "Projectile Spread" "0.001" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "0" //force of explosion
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- "Improved Standard Cannon"
- {
- "Name" "Improved Std Cannon" //name given when selecting weapons
- "HUD Name" "IStd CN" //name displayed in the weapon area of the vehicle HUD
- "Description" "A small caliber cannon that fires tank shells." //description given when selecting weapons
- "Icon" "vehicles/gui/weapons/cn_std_med" //icon drawn in the GUI
- "HUD Icon" "vehicles/gui/weapons/cn"
- "Size" "2" //number of slots required when selecting weapons
- "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
- "Cost" "50"
- "Team" "ALL" //team that can use this "NF" or "IMP"
- "Research" "" //name of research item that must be researched before using
- "Sound Firing" "Vehicle_CN.Fire"
- "Sound Impact" "Vehicle_CN.Impact"
- "Sound Reloading" ""
- "Damage Type" "Kinetic"
- "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)
- "Damage" "50" //damage done by projectile
- "Speed" "3300" //speed of projectile
- "Gravity" "0.5" //effects of gravity on the projectile, only for projectiles
- "Heat" "8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
- "Weight" "50" //weight in terms of effects on engine and weight restrictions for chassis
- "Cycle Time" "1.4" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
- "Clip Size" "40" //ammo loaded per reloads
- "Total Ammo Clips" "0" //max ammo clips carried (0 is the same as not using clips)
- "Unlimited Ammo" "0"
- "Reload Time" "0" //time to load one clip
- "Reload Amount" "5" //number of projectiles gained per reload "tick" if not using clips
- "Projectile Spread" "1" //only applicable to machine guns at the moment
- "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)
- "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)
- "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
- "Explosion Force" "100" //force of explosion
- "Explosion Sprite" "1"
- "Muzzle Flash" "muzzle_std_cn"
- //only for missile launchers
- "Dumb Missile" "0" //'1' if missile flies straight ahead
- "Homing Missile" "0" //'1' if missile flies towards locked on target
- "Guided Missile" "0" //'1' if missile follows crosshairs after launch
- "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
- "Lock On Time" "0" //time it takes for a homing missile to lock onto the target under the player crosshairs
- "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)
- }
- }
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