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data_ini_default_weapon.ini
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Text File
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2006-01-31
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3KB
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104 lines
;//////////////////////////////////////////////////////////////////////////////
;FILE: Weapon.ini (SYSTEM) ////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
;PrimaryDamage
;PrimaryDamageRadius
;SecondaryDamage
;SecondaryDamageRadius
;AttackRange
;MinimumAttackRange
;RequestAssistRange
;AcceptableAimDelta
;ScatterRadius
;ScatterTargetScalar
;ScatterRadiusVsInfantry
;DamageType
;DeathType
;WeaponSpeed
;MinWeaponSpeed
;ScaleWeaponSpeed
;WeaponRecoil
;MinTargetPitch
;MaxTargetPitch
;ProjectileObject
;FireSound
;FireSoundLoopTime
;FireFX
;ProjectileDetonationFX
;FireOCL
;ProjectileDetonationOCL
;ProjectileExhaust
;VeterancyFireFX
;VeterancyProjectileDetonationFX
;VeterancyFireOCL
;VeterancyProjectileDetonationOCL
;VeterancyProjectileExhaust
;ClipSize
;ContinuousFireOne
;ContinuousFireTwo
;ContinuousFireCoast
;AutoReloadWhenIdle
;ClipReloadTime
;DelayBetweenShots
;ShotsPerBarrel
;DamageDealtAtSelfPosition
;RadiusDamageAffects
;ProjectileCollidesWith
;AntiAirborneVehicle
;AntiGround
;AntiProjectile
;AntiSmallMissile
;AntiMine
;AntiParachute
;AntiAirborneInfantry
;AntiBallisticMissile
;AutoReloadsClip
;ProjectileStreamName ;OBSOLETE
;LaserName
;WeaponBonus
;HistoricBonusTime
;HistoricBonusRadius
;HistoricBonusCount
;HistoricBonusWeapon
;LeechRangeWeapon
;ScatterTarget
;CapableOfFollowingWaypoints
;ShowsAmmoPips
;AllowAttackGarrisonedBldgs
;PlayFXWhenStealthed
;PreAttackDelay
;PreAttackType
;ContinueAttackRange
;SuspendFXDelay
;------------------------------------------------------------------------------
;Weapon Example
; PrimaryDamage = 60.0
; PrimaryDamageRadius = 5.0
; ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
; AttackRange = 150.0
; MinTargetPitch = -15 ; we may not target anything outside of this pitch range
; MaxTargetPitch = 15 ; ditto
; DamageType = ARMOR_PIERCING
; DeathType = NORMAL
; WeaponSpeed = 300 ; dist/sec
; WeaponRecoil = 10
; ProjectileObject = MarauderTankShell
; FireFX = WeaponFX_GenericTankGunNoTracer
; VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
; ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
; FireSound = MarauderTankWeapon
; RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
; DelayBetweenShots = 2000 ; time between shots, msec
; ClipSize = 0 ; how many shots in a Clip (0 == infinite)
; ClipReloadTime = 0 ; how long to reload a Clip, msec
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
; ProjectileCollidesWith = STRUCTURES WALLS
;End