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- 0=standard;//weapon class names
- Particle Parameter Holder;//name---------------------------------------
- 0;//identifier
- 0;//class
- bullet0.png;//bullet texture
- 1;//bullets at one shot
- 0;//stop at hit 0=stop where hit, 1=don't stop
- 0.000000;//bullet size
- 0.300000;//spread
- 0.700000;//bullet speed
- 50.000000;//time until bullet disappears
- 500;//fire rate
- 0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
- -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
- 0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
- none;//hit effect sound
- 0.000000;//push target back
- 0.000000;//push shooter back
- none;//fire sound
- none;//hit sound
- 1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
- begin_wield_conditions;
- end_wield_conditions;
- begin_fire_effects;
- end_fire_effects;
- begin_hit_effects;
- end_hit_effects;
- Tazor;//name---------------------------------------
- 2;//identifier
- 0;//class
- bullet0.png;//bullet texture
- 1;//bullets at one shot
- 0;//stop at hit 0=stop where hit, 1=don't stop
- 0.000000;//bullet size
- 0.060000;//spread
- 1.000000;//bullet speed
- 50.000000;//time until bullet disappears
- 500;//fire rate
- 1;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
- 0;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
- 6;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
- none;//hit effect sound
- 0.200000;//push target back
- 0.000000;//push shooter back
- electric.wav;//fire sound
- electric2.wav;//hit sound
- 1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
- begin_wield_conditions;
- 3;//condition
- 1.000000;//condition parameter0
- 0.400000;//condition parameter1
- end_wield_conditions;
- begin_fire_effects;
- 4;//effect number
- -0.400000;//parameter1
- 0.000000;//parameter2
- 1.000000;//parameter3
- 0.000000;//parameter4
- 27;//effect number
- 5.000000;//parameter1
- 50.000000;//parameter2
- 0.300000;//parameter3
- 0.350000;//parameter4
- 26;//effect number
- 6.000000;//parameter1
- 3.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_fire_effects;
- begin_hit_effects;
- 4;//effect number
- -1.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 1;//effect number
- 13000.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_hit_effects;
- Laser Pistol;//name---------------------------------------
- 3;//identifier
- 0;//class
- bullet0.png;//bullet texture
- 1;//bullets at one shot
- 1;//stop at hit 0=stop where hit, 1=don't stop
- 0.000000;//bullet size
- 0.010000;//spread
- 10.000000;//bullet speed
- 100.000000;//time until bullet disappears
- 500;//fire rate
- 3;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
- 0;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
- 0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
- none;//hit effect sound
- 0.040000;//push target back
- 0.000000;//push shooter back
- laser.wav;//fire sound
- laser_hit.wav;//hit sound
- 1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
- begin_wield_conditions;
- 3;//condition
- 1.000000;//condition parameter0
- 2.000000;//condition parameter1
- end_wield_conditions;
- begin_fire_effects;
- 4;//effect number
- -2.000000;//parameter1
- 0.000000;//parameter2
- 1.000000;//parameter3
- 0.000000;//parameter4
- end_fire_effects;
- begin_hit_effects;
- 4;//effect number
- -70.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_hit_effects;
- Claws2 for big blue alien;//name---------------------------------------
- 7;//identifier
- 0;//class
- bullet0.png;//bullet texture
- 1;//bullets at one shot
- 0;//stop at hit 0=stop where hit, 1=don't stop
- 0.000000;//bullet size
- 0.100000;//spread
- 0.500000;//bullet speed
- 50.000000;//time until bullet disappears
- 500;//fire rate
- 0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
- 0;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
- 0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
- none;//hit effect sound
- 0.500000;//push target back
- 0.800000;//push shooter back
- claws1.wav;//fire sound
- claws0_hit.wav;//hit sound
- 1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
- begin_wield_conditions;
- end_wield_conditions;
- begin_fire_effects;
- 27;//effect number
- 5.000000;//parameter1
- 50.000000;//parameter2
- 0.300000;//parameter3
- 0.350000;//parameter4
- 26;//effect number
- 6.000000;//parameter1
- 3.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_fire_effects;
- begin_hit_effects;
- 4;//effect number
- -10.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 1;//effect number
- 300.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_hit_effects;
- Psionic Blast;//name---------------------------------------
- 8;//identifier
- 0;//class
- qpblast.png;//bullet texture
- 1;//bullets at one shot
- 1;//stop at hit 0=stop where hit, 1=don't stop
- 6.000000;//bullet size
- 0.000000;//spread
- 0.500000;//bullet speed
- 300.000000;//time until bullet disappears
- 375;//fire rate
- 0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
- -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
- 0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
- none;//hit effect sound
- 2.500000;//push target back
- 0.000000;//push shooter back
- psionicattack.wav;//fire sound
- claws0_hit.wav;//hit sound
- 1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
- begin_wield_conditions;
- end_wield_conditions;
- begin_fire_effects;
- 4;//effect number
- -2.500000;//parameter1
- 0.000000;//parameter2
- 1.000000;//parameter3
- 0.000000;//parameter4
- end_fire_effects;
- begin_hit_effects;
- 4;//effect number
- -20.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 24;//effect number
- 9.000000;//parameter1
- 10.000000;//parameter2
- 3.000000;//parameter3
- 0.000000;//parameter4
- end_hit_effects;
- Psionic Blast Explosion;//name---------------------------------------
- 9;//identifier
- 0;//class
- bullet0.png;//bullet texture
- 2;//bullets at one shot
- 1;//stop at hit 0=stop where hit, 1=don't stop
- 0.000000;//bullet size
- 0.200000;//spread
- 0.500000;//bullet speed
- 200.000000;//time until bullet disappears
- 250;//fire rate
- 0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
- -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
- 0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
- none;//hit effect sound
- 1.000000;//push target back
- 0.000000;//push shooter back
- claws0_hit.wav;//fire sound
- claws0_hit.wav;//hit sound
- 1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
- begin_wield_conditions;
- end_wield_conditions;
- begin_fire_effects;
- 27;//effect number
- 5.000000;//parameter1
- 50.000000;//parameter2
- 0.300000;//parameter3
- 0.350000;//parameter4
- 26;//effect number
- 6.000000;//parameter1
- 3.000000;//parameter2
- 43.000000;//parameter3
- 0.000000;//parameter4
- end_fire_effects;
- begin_hit_effects;
- 4;//effect number
- -10.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 24;//effect number
- 10.000000;//parameter1
- 5.000000;//parameter2
- 3.000000;//parameter3
- 0.000000;//parameter4
- end_hit_effects;
- Psionic Dash;//name---------------------------------------
- 11;//identifier
- 8;//class
- bullet0.png;//bullet texture
- 1;//bullets at one shot
- 0;//stop at hit 0=stop where hit, 1=don't stop
- 0.000000;//bullet size
- 0.000000;//spread
- 1.000000;//bullet speed
- 100.000000;//time until bullet disappears
- 100;//fire rate
- 0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
- -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
- 0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
- none;//hit effect sound
- 0.000000;//push target back
- -1.000000;//push shooter back
- step2.wav;//fire sound
- step2.wav;//hit sound
- 0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
- begin_wield_conditions;
- 3;//condition
- 1.000000;//condition parameter0
- 1.250000;//condition parameter1
- end_wield_conditions;
- begin_fire_effects;
- 4;//effect number
- -1.250000;//parameter1
- 0.000000;//parameter2
- 1.000000;//parameter3
- 0.000000;//parameter4
- end_fire_effects;
- begin_hit_effects;
- end_hit_effects;
- end_of_file;
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