User:EightyOne/RA2 - Elite Weapons stats


 * ELITE WEAPONS
 * ELITE WEAPONS

[M1CarbineE] Damage=20 ROF=25 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=ConscriptAttack

[FlakWeaponE]		; This belongs to Flak Cannon Damage=35 ROF=20 Range=10 Projectile=FlakProj	; AA bullet shared with Flak Track Speed=100 Report=FlakCannonAttack Warhead=FlakWH Anim=GUNFIRE Burst=2

[FlakTrackAAGunE]	; Separate from Flak Cannon weapon so that stats may be tweaked Damage=20 ROF=25 Range=8 Projectile=FlakProj	; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakWH Anim=GUNFIRE Burst=2

[FlakTrackGunE]		; Anti-surface gun Damage=25 ROF=40 Range=5 Projectile=FlakTProj Speed=50 Report=FlakTrackAttackGround		; put in new sound for this Warhead=FlakTWH Anim=GUNFIRE Burst=2

[FlakGuyGunE]		; Anti-surface gun for the Flak Trooper Damage=20 ROF=20 Range=5 Projectile=FlakTProj Speed=50 Report=FlakTrackAttackGround		; put in new sound for this Warhead=FlakTWH Anim=GUNFIRE Burst=2

[FlakGuyAAGunE]	; Separate from Flak Cannon weapon so that stats may be tweaked Damage=8 ROF=25 Range=8 Projectile=FlakProj	; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakGuyWH Anim=GUNFIRE Burst=2

[105mmE] Damage=55 ROF=75 Range=5 Projectile=Cannon Speed=40 Warhead=GRIZAPE Report=GrizzlyTankAttack Anim=VTMUZZLE Bright=yes Burst=2
 * anti-armor weapon

[120mmxE] Damage=100 ROF=80 Range=5.75 Projectile=Cannon Speed=40 Warhead=ApocAPE Report=ApocalypseAttackGround Anim=VTMUZZLE Burst=4 Bright=yes
 * large anti-armor cannon (two shooter)

[120mmE] Damage=85 ROF=80 Range=5.75 Projectile=Cannon Speed=40 Warhead=RHINAPE Report=RhinoTankAttack Anim=VTMUZZLE Bright=yes Burst=2
 * large anti-armor cannon (single shooter)

[20mmE] Damage=25 ROF=5 Range=5 Projectile=Invisible3 Speed=100 Warhead=SSA Report=RocketeerAttack

[155mmE] Damage=60 ROF=110 Range=8 MinimumRange=0 Projectile=Ballistic Speed=10 Warhead=ARTYHE Report=DestroyerAttack Anim=GUNFIRE Lobber=no Burst=2

[TankBoltE] Damage=150 ROF=50 Range=6 Speed=100 Warhead=Electric Report=TeslaTankAttack Projectile=Electricbounce IsElectricBolt=true

[ElectricBoltE] Damage=50 ROF=40 Range=5 Speed=100 Warhead=Shock Report=TeslaTroopEliteAttack Projectile=Electricbounce IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
 * Fire by Telsa Trooper

[ElectricFragment] Damage=50 ROF=40 Range=5 Speed=100 Warhead=Shock Report=TeslaTroopAttack Projectile=Invisiblelow IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[SuperComet] Damage=150 ROF=100 Range=10 Projectile=SuperCometP Speed=10 Report= Warhead=CometWH Bright=yes IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true	; this flag tells the game to use the special laser draw effect
 * LaserInnerColor = 216,0,184
 * LaserOuterColor = 80,0,88

[SuperCometFragment] Damage=50 ROF=100 Range=5 Projectile=SuperSmallCometP Speed=10 Report= Warhead=CometWH Bright=yes IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true	; this flag tells the game to use the special laser draw effect
 * LaserInnerColor = 216,0,184
 * LaserOuterColor = 80,0,88

[MirageGunE] Damage=150 ROF=80 Range=9 Projectile=InvisibleLow Speed=100 Warhead=MirageWH DisguiseFireOnly=no	; SJM: design change, tank can fire always Report=MirageTankAttack Bright=yes DisguiseFakeBlinkTime=5 ; when a mirage fires, its disguise blinks for this long for VISUAL ONLY, not a logic blink RevealOnFire=no ; Doesn't clear shroud when fired

[BlimpBombE] Damage=250 Burst=1 ROF=50 Range=1.5 CellRangefinding=yes Projectile=BlimpBombP Speed=20 Warhead=KTSTLEXP Report=KirovAttack OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)

[NeutronRifleE] Damage=16 ROF=120 Range=5 Speed=100 Projectile=InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes
 * Fire by Chrono Legion

[MaverickE] Damage=300 ROF=10 Range=9 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=IntruderAttack Burst=4

[Maverick2E] Damage=400 ROF=10 Range=9 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack Burst=2

[HornetBombE] Damage=80 ROF=3 Range=5 Projectile=NormalBomb Speed=30 Warhead=ARTYHE Report=HornetAttack

[BlackHawkCannonE] Damage=40 ROF=40 Range=6 Projectile=QuadShell Speed=100 Warhead=SSA Report=BlackOpsAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OmniFire=yes
 * Nighthawks gun

[IvanBomberE] Damage=600 ; Damage is used only for death explosion ROF=50 Range=1.5 ; you can't change the target, but you can change yourself for CellRangefinding, so target could still be far side infantry CellRangefinding=yes FireOnce=yes ; Only fire once; don't stay in attack mission Projectile=Invisible Warhead=IvanBomb
 * Report=CrazyIvanAttack

[RadBeamWeaponE] Damage=200 ROF=50 Range=8 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack
 * Fire by Desolater

[SubTorpedoE] Damage=100 ROF=120 Range=7 Projectile=Torpedo Speed=18 Report=SubAttack Warhead=APSplash DecloakToFire=no Burst=2

[SonicZapE] Damage=8 AmbientDamage=15 ROF=80 Range=6 Projectile=Sonic Speed=100 Warhead=SonicWarhead Report=DolphinAttack IsSonic=Yes Burst=2 DecloakToFire=no
 * Projectile=Null
 * AntiUnderwater=yes

[HoverMissileE] Damage=80 ROF=50 Range=6 Burst=4 Projectile=AAHeatSeeker2 Speed=40 Warhead=HE Report=SeawolfAttack MinimumRange=1

[HoverMissile2e] Damage=25 ROF=50 Range=10 Burst=2 Projectile=AAHeatSeeker Speed=40 Warhead=AP Report=SeawolfAttack MinimumRange=1
 * Hover Missile - AA only

[AWPE] Damage=125 ROF=60 Range=14 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired

[MP5E] Damage=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[ChronoMP5E] Damage=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPointNoBuilding Report=SealAttack

[SABOTE] Damage=175 ROF=60 Range=6.75 Projectile=Cannon Speed=60 Warhead=UltraAPE Report=TankDestroyerAttack Anim=VTMUZZLE Bright=yes Burst=2

[20mmRapidE] Damage=50 ROF=50 Range=5.75 Projectile=Cannon Speed=40 Warhead=HowitzerWH Report=RhinoTankAttack Anim=GUNFIRE Bright=yes

[MindControlE] Damage=10;Needed to be considered offensive unit ROF=200 Range=14 Projectile=PsychicControl Speed=100 Warhead=Controller Anim=YURICNTL FireOnce=yes
 * Report=YuriMindControl

[MedusaE] Damage=100 ROF=5 Range=14 Speed=150 Projectile=MedusaProjectile Warhead=SAMWH Report=AegisAttack TurboBoost=yes OmniFire=yes Burst=2
 * Aegis missile

[DoublePistolsE] Damage=125 ROF=10 Range=8 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint Report=TanyaAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[SquidGrabE] Damage=40 ROF=99	; SJM: This is now ignored. Damage frequency handled by special Squid code. Range=1.5 CellRangefinding=yes Projectile=SQDJUMP Speed=30 DecloakToFire=no Warhead=ParasitePlus ; Plus paralysis LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=SquidAttack Anim=SQDG_N,SQDG_NE,SQDG_E,SQDG_SE,SQDG_S,SQDG_SW,SQDG_W,SQDG_NW ; order matches 0=N & CW
 * Squid wants some boat lovin'

[SquidPunchE] Damage=200 ROF=32 ;hard 16*2 until unit sprites get more complicated Range=1.83 Projectile=InvisibleAll Speed=30 Warhead=HE Report=SquidAttackNonShip
 * Squid attacking non boat
 * AntiOrganic=yes

[M60E] Damage=25 ROF=20 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

[ParaE] Damage=25 ROF=5 Range=7 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=GIAttackDeployed