User:EightyOne/RA2 - Weapon characteristics


 * ******* Warhead Characteristics *******
 * This is what gives the "rock, paper, scissors" character to the game.
 * It describes how the damage is to be applied to the target. The
 * values should take into consideration the 'area of effect'.
 * example: Although an armor piercing tank round would instantly
 * kill a soldier IF it hit, the anti-infantry rating is still
 * very low because the tank round has such a limited area of
 * effect, lacks pinpoint accuracy, and acknowledges the fact that
 * tanks pose little threat to infantry that take cover.


 * Spread = Obsolete. Kept entries to give benchmark for new spread system
 * Wall = Does this warhead damage concrete walls (def=no)?
 * WallAbsoluteDestroyer = Does this warhead do killing damage to a wall, instead of one wound? (def=no) ;gs
 * Wood = Does this warhead damage wood walls (def=no)?
 * Fire = Does this produce great heat and thus will melt ice (def=no)?
 * Radiation = Is this a radiation weapon? Certains units will be immune to this. (def=no)
 * Tiberium = Does this warhead destroy tiberium (def=no)?
 * Sparky = Does this warhead cause residual flames (def=no)?
 * Conventional = Is explosive warhead big enough to cause a splash when it hits water [nukes are too big for this] (def=no)?
 * Rocker = Can this warhead cause nearby units to rock upon impact (def=no)?
 * AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage]
 * Verses = damage value verses various armor types (as percentage of full damage)...
 * -vs- None, Flak, Plate //infantry
 * Light, Medium, Heavy //units
 * Wood, Steel, Concrete //buildings
 * Special_1, Special_2 //dunno yet
 * 3-17 Special_1 is the Shock Trooper's electric armor.
 * 5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor
 * 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot
 * NOTE: A 0% means that firing is completely illegal. You can't order it to fire and it won't fire on its own
 * A 1% means that it will not fire on its own, but it will accept a force fire command
 * InfDeath = which infantry death animation to use (def=0)
 * 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
 * NEW ONES 6=Yuri head explode 7=Nuke Melt
 * Deform = % chance that this warhead will damage the ground when it hits. (def=0)
 * DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)
 * Particle = Particle effect to use when explosion occurs (def=none)
 * ProneDamage = Damage modifer for infantry when prone (def=1.0)
 * Bright = Does this warhead normally cause a lighting effect when it goes off (def=no). This is overridden in the case of bullets by the weapon 'Bright' flag.
 * CombatLightSize = % of max size; > 0% means force size of combat light, overriding damage-based value (def=0%)
 * Bullets = Is this weapon a bunch of bullet-like gunfire? (def=no).
 * CellSpread (def 0)= Replaces Spread and WideDamage. This is actually how far damage from this warhead can spread
 * 0 will explicitly only hurt the target, anything higher will at least search some cells around and compare distance
 * CellInset (def 0)=Use this to tell autodeploy how much inside CellSpread we need to get before autodeploying.
 * This way, the desolater won't just blast as soon as the target is on the very edge -- he'll move in a bit.
 * PercentAtMax (def 1.0)= And this is the percent of damage it does at max range; to control fade linearly

[EMPuls];gs disabled in code EMEffect=yes
 * EM Pulse cannon warhead.
 * Spread=11      ; Spread is radius of EM pulse effect.
 * GEF AnimList=PULSEFX1,PULSEFX2

[SonicWarhead] CellSpread=.1 PercentAtMax=1 Wood=yes Verses=100%,100%,100%,100%,80%,80%,100%,60%,60%,100%,100% InfDeath=3 Rocker=yes ProneDamage=50% Sonic=yes
 * warhead for the sonic zap
 * Spread=2
 * Verses=100%,100%,80%,40%,60%

[TankOGas] CellSpread=.5 PercentAtMax=.9 Wall=yes Wood=yes Tiberium=yes Sparky=no Rocker=no AnimList=TWLT026,TWLT036,TWLT050,TWLT070,TWLT100 Verses=90%,90%,90%,80%,60%,25%,100%,50%,10%,90%,100% Fire=yes InfDeath=4 ProneDamage=50%
 * warhead for the flying tank of gas
 * Spread=8
 * Verses=90%,100%,60%,25%,10%

[RailShot] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Rocker=no ProneDamage=100% InfDeath=2
 * Spread=1
 * Verses=200%,175%,160%,100%,25%

[RailShot2] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Rocker=no ProneDamage=100% InfDeath=2
 * Ghost's Railgun
 * Spread=1
 * Verses=100%,130%,150%,110%,5%

[SA] Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=70%
 * general multiple small arms fire
 * CellSpread=.3
 * PercentAtMax=.5
 * Bright=yes

[HARVWH] Verses=100%,80%,70%,50%,20%,20%,20%,15%,10%,200%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=50%
 * CellSpread=.3
 * PercentAtMax=.5
 * Bright=yes

[SSA] Verses=100%,100%,70%,60%,40%,40%,75%,50%,25%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=50%
 * super AP shot
 * CellSpread=.3
 * PercentAtMax=.5
 * Bright=yes

[SSAB] Verses=100%,80%,70%,50%,25%,25%,75%,30%,20%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=50%
 * the building war-head
 * CellSpread=.3
 * PercentAtMax=.5
 * Bright=yes

[HE] CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,70%,35%,35%,75%,40%,20%,80%,100% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=no ProneDamage=70%    ; Presumes air burst
 * high explosive (shrapnel)
 * Spread=4
 * Verses=100%,85%,70%,35%,28%
 * Bright=yes

[V3WH] CellSpread=1 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=no Bright=yes ProneDamage=70%    ; Presumes air burst
 * high explosive (shrapnel) -- V3 Rocket warhead

[V3EWH] CellSpread=2 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,80%,70%,70%,100%,75%,50%,80%,0% Conventional=yes Rocker=yes InfDeath=2 AnimList=MININUKE Tiberium=yes Sparky=no Bright=yes ProneDamage=70%    ; Presumes air burst
 * high explosive (shrapnel) -- V3 Rocket warhead when elite
 * AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070

[DMISLWH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=no Bright=yes ProneDamage=70%    ; Presumes air burst
 * high explosive (shrapnel) -- DredMissile warhead

[DMISLEWH] CellSpread=3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=no Bright=yes ProneDamage=70%    ; Presumes air burst
 * high explosive (shrapnel) -- DredMissile warhead when elite

[BlimpHE] CellSpread=2 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,70%,35%,35%,85%,75%,50%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=no Bright=yes ProneDamage=70%
 * high explosive (shrapnel)

[KTSTLEXP] CellSpread=2 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,70%,35%,35%,85%,75%,50%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=KTSTLEXP Tiberium=yes Sparky=no Bright=yes ProneDamage=70%
 * high explosive elite (shrapnel)

[MaverickHE] CellSpread=1 PercentAtMax=.5 Wall=yes Wood=yes Verses=25%,25%,25%,100%,50%,50%,100%,75%,50%,25%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ;anime list from orca missile Tiberium=yes Sparky=no Bright=yes ProneDamage=70%
 * high explosive (shrapnel)
 * Spread=85
 * AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
 * WideDamage=yes
 * WideRange=1

[ARTYHE] CellSpread=1 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,80%,60%,100%,60%,60%,100%,80%,60%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG Deform=15% DeformThreshhold=120 Tiberium=yes Bright=yes ProneDamage=50%
 * Artillery shell
 * Spread=6

[IonWH] Wall=yes Wood=yes CellSpread=2.0 PercentAtMax=.5 Verses=100%,100%,100%,100%,100%,100%,100%,100%,3%,100%,100% Conventional=yes Rocker=yes InfDeath=5 AnimList=EXPLOSML Bright=yes CombatLightSize=40%	; SJM: Force size of combat light, overriding damage-based value
 * Ion storm strike ;lightning strike
 * AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG
 * Deform=10%
 * DeformThreshhold=300
 * Tiberium=yes
 * Sparky=no

[AP] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22 ProneDamage=50%
 * armor piercing (discarding sabot, narrow effect)

[GRIZAPE] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,100%,100%,100%,65%,45%,60%,60%,100% Conventional=yes InfDeath=3 AnimList=VTEXPLOD ProneDamage=50%
 * armor piercing (discarding sabot, narrow effect)

[RHINAPE] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,100%,100%,100%,65%,45%,60%,60%,100% Conventional=yes InfDeath=3 AnimList=VTEXPLOD ProneDamage=50%
 * Elite Rhino armor piercing (discarding sabot, narrow effect)

[ApocAP] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=25%,25%,25%,75%,100%,100%,100%,100%,70%,60%,100% Conventional=yes InfDeath=3 AnimList=APOCEXP ProneDamage=50%

[ApocAPE] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,75%,100%,100%,100%,100%,70%,60%,100% Conventional=yes InfDeath=3 AnimList=VTEXPLOD ProneDamage=50%

[APSplash]; for units whose missiles are having trouble hitting CellSpread=.5 PercentAtMax=.8 Wall=yes Wood=yes Verses=25%,25%,25%,75%,100%,100%,65%,65%,60%,25%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=50%
 * Torp Weapon

[UltraAP] Wall=yes Wood=yes Verses=2%,2%,2%,100%,40%,100%,2%,2%,2%,2%,100% ; can only be used on armor Conventional=yes InfDeath=3 AnimList=S_CLSN30 ProneDamage=50%
 * armor piercing (discarding sabot, narrow effect)
 * CellSpread=0
 * PercentAtMax=1

[UltraAPE] Wall=yes Wood=yes Verses=2%,2%,2%,100%,50%,100%,2%,2%,2%,100%,100% ; can only be used on armor Conventional=yes InfDeath=3 AnimList=VTEXPLOD ProneDamage=50%
 * armor piercing Elite(discarding sabot, narrow effect)
 * CellSpread=0
 * PercentAtMax=1

[HowitzerWH] CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,60%,40%,40%,50%,40%,25%,80%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=50%
 * Howitzer

[FakeC4WH] CellSpread=0 Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,100%
 * Chrono commando's fake C4

[HollowPointNoBuilding] Verses=200%,100%,75%,1%,1%,1%,0%,0%,0%,75%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes

[RPG] Wall=yes Wood=yes Rocker=yes Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=100%
 * RPG Warhead
 * CellSpread=.3
 * PercentAtMax=.5
 * Verses=30%,75%,90%,100%,70%

[Gas] CellSpread=1 PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=1 Particle=GasCloudSys ProneDamage=300%   ; Gas concentrates at gound level
 * Poison Gas Cloud
 * Spread=512
 * Verses=200%,150%,100%,20%,0%

[Fire] CellSpread=.5 PercentAtMax=.5 Wood=yes Verses=600%,500%,200%,60%,30%,5%,150%,100%,2%,200%,100% InfDeath=4 Sparky=no Fire=no ProneDamage=600%
 * napalm and fire in general
 * Verses=600%,148%,59%,6%,2%

[Fire2] CellSpread=.5 PercentAtMax=.5 Wood=yes Verses=600%,500%,200%,60%,30%,5%,150%,100%,2%,200%,100% InfDeath=4 Sparky=no Fire=no ProneDamage=600%
 * napalm and fire in general, that doesn't set other things on fire (weird, but necessary)
 * Verses=600%,148%,59%,6%,2%

[HollowPoint] Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes
 * anti-infantry rifle bullet (single shot -- very effective verses infantry)

[HollowPoint2] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes
 * anti-infantry rifle bullet (single shot -- very effective verses infantry)

[HollowPoint3] Verses=100%,100%,100%,2%,2%,2%,2%,2%,2%,100%,100% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes

[Super] ; this is used when something in the code needs to do "absolute damage" Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Tiberium=yes ProneDamage=100% Sparky=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
 * special case damage effect (do not use for regular weapons)

[Mechanical] Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=0
 * special case to only affect mechanical units

[Organic] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,100% InfDeath=0
 * special case to only affect infantry (do not use for regular weapons)

[Controller];Mind control warhead. Will skip normal damage like EMP did Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% MindControl=yes AnimList=YURICNTL

[Parasite]; Terror Drone Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,0%,0% Parasite=yes InfDeath=1 Rocker=yes

[ParasiteDog];Woof woof Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% Parasite=yes InfDeath=1 Rocker=yes

[ParasitePlus]; SquidGrab Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Parasite=yes Culling=yes ; kills instead of damages if victim in Red Paralyzes=32767 ; SJM: Last a long time. Will be reset in code to last as long as Squid grapples. InfDeath=1 Rocker=yes

[V3HE]	; SJM: This is not used on V3ROCKET. CellSpread=.9 PercentAtMax=1 Wall=yes Wood=yes Verses=100%,100%,100%,30%,5%,5%,85%,50%,30%,100%,0% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=no
 * Verses=100%,85%,30%,5%,30%

[PsiPulse] CellSpread=3 ; gs moved a designer fix from the weapon because it was put in the old WideAreaDamage way instead of the new damage way. This number used to be 3 PercentAtMax=.85 Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=6 PsychicDamage=yes ;gs psychic, but not mind control

[IvanBomb] ; Placing IvanBomb=yes

[IvanWH] ;Explosion Verses=100%,100%,100%,100%,100%,100%,100%,250%,20%,100%,100% InfDeath=6;3 CellSpread=1.5 PercentAtMax=.25 AnimList=CRIVEXP
 * Verses=100%,100%,100%,100%,100%,100%,200%,200%,40%,100%,100% ;Changed by DB on 9/16 to make Ivan real mean.

[DeathWH] ; Default explosion warhead for any exploding unit's death. Damage is based on unit's MaxStrength - TR Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=3 CellSpread=1.5 PercentAtMax=.5

[OilExplosionWH] Verses=150%,100%,100%,90%,70%,50%,200%,90%,50%,100%,100% Sparky=no Fire=yes InfDeath=4 CellSpread=4 PercentAtMax=.5 CausesDelayKill=yes ;Hooks up with EligibleForDelayKill to do timer death instead of instant death DelayKillFrames=5 ; Frame delay if hits Eligible building directly DelayKillAtMax=7.0 ; multiply this by above to get delay at CellSpread. This is an upward sloping line, not like damage's fade Wood=yes Wall=yes

[TerrorBombWH] Verses=150%,100%,100%,90%,50%,50%,100%,150%,30%,100%,100% Sparky=no Fire=yes InfDeath=4 CellSpread=2 PercentAtMax=.5 Bright=yes AnimList=MININUKE
 * Dustin is experimenting with art stuff here.

[NUKE] CellSpread=10 PercentAtMax=.02 ;used to be .8 WallAbsoluteDestroyer=yes Wood=yes Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100% InfDeath=7; SJM: Henry/Mark told me to make this the radiation death again, not 4 ; not 7 because technically nukes incinerate you and then the concussion wave scatters your ashes (like in T2) Radiation death gets 7 (I even asked Ashton for the Art take) Sparky=no Tiberium=yes AnimList=NUKEANIM	; SJM: This is once again the warhead-related anim
 * AnimList=NUKEBALL	; SJM: Activated from code now... see Bullet AI
 * ShakeXlo=4
 * ShakeXhi=4
 * ShakeYlo=20
 * ShakeYhi=20

[NukeMaker] NukeMaker=yes ; I couldn't think of a better name for this flag. It applies only to the weapon that shoots straight up and then uses the houses' targeting for where to come down

[CRNUKEWH] CellSpread=5 PercentAtMax=.25 Verses=100%,100%,100%,90%,50%,50%,100%,150%,20%,100%,100% InfDeath=4 Sparky=no Tiberium=yes AnimList=RING1
 * WideDamage=yes
 * WideRange=2

[CRTerrorBombWH] Verses=150%,100%,100%,90%,50%,50%,200%,90%,50%,100%,100% Sparky=no Fire=yes InfDeath=4 CellSpread=3;2 PercentAtMax=.5

[DemobombWH] CellSpread=8 PercentAtMax=.25 Verses=100%,100%,100%,100%,50%,50%,80%,150%,10%,100%,100% InfDeath=4 Sparky=no Tiberium=yes AnimList=DEMTEXP

[ChronoBeam] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Temporal=yes
 * Verses=100%,0%,20%,10%,0%
 * InfDeath=5
 * Spread=0

[RadBeamWarhead] Verses=100%,100%,100%,20%,15%,10%,0%,0%,0%,100%,100% InfDeath=7 Radiation=yes

[PrismWarhead] Verses=200%,100%,100%,100%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wall=yes	; SJM: This allows Prism Cannons to destroy bridges (approved by DB)

[DummyWarhead]	; Makes weapon ineffective and unlikely to be selected by What_Weapon_Should_I_Use Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%

[RadEruptionWarhead] Verses=100%,100%,100%,20%,10%,10%,0%,0%,0%,100%,100% InfDeath=7 Radiation=yes CellSpread=10 CellInset=3 ; PCG: This means that the desolater won't autodeploy unless the target is 3 cells inside the max radius.

[RadSite] Verses=100%,100%,100%,50%,10%,10%,0%,0%,0%,100%,100% InfDeath=7 Radiation=yes
 * Used by radiation that sits around on the map.

[Electric] Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wood=yes Wall=yes	; SJM: This allows Tesla Coils to destroy bridges (approved by DB) AnimList=TSTIMPCT
 * SJM: No piff-piff animation -- electric bolts now spawn spark systems instead.
 * CellSpread=.3
 * PercentAtMax=.5

[Shock] Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wood=yes AnimList=TSTIMPCT
 * SJM: No piff-piff animation -- electric bolts now spawn spark systems instead.

[ElectricAssault] ElectricAssault=yes Verses=0%,0,0%,0%,0%,0%,100%,100%,100%,50%,100% InfDeath=5

[BombDisarm] BombDisarm=yes

[Slimer] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=0

[Shard] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=1

[FirestormWH] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=4

[IonCannonWH] CellSpread=2 PercentAtMax=.5 Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=5 Wood=yes Wall=yes Fire=yes Deform=100% Sparky=no ShakeXlo=10 ShakeXhi=10 ShakeYlo=10 ShakeYhi=20

[VeinholeWH] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=0 Veinhole=yes

[PlasmaWH] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=5 Wall=yes Bright=yes Tiberium=yes ProneDamage=350% AnimList=EXPLOMED,EXPLOLRG Sparky=no

[SAMWH] CellSpread=.3 PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% InfDeath=3 AnimList=XGRYSML1,XGRYSML2,EXPLOSML ProneDamage=100%

[ORCAAP] Wall=yes Wood=yes CellSpread=.4 PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,100%,100%,75%,100%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=50%
 * Special Orca AP missile

[ORCAHE] Wall=yes Sparky=no Wood=yes Bright=yes Fire=yes Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=EXPLOMED,EXPLOLRG Deform=8% DeformThreshhold=160 Tiberium=yes ProneDamage=150%
 * Orca bomber HE bomb
 * Verses=200%,90%,75%,32%,100%  ; changed conc from 10%

[Snapshot] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100% MakesDisguise=yes
 * Takes picture for disguise

[TankSnapshot] Verses=0%,0%,0%,1%,1%,1%,0%,0%,0%,0%,0% ; the weapon that was this warhead has TerrainFire MakesDisguise=yes

[GrandCannonWH] CellSpread=2 PercentAtMax=.2 Wall=yes Wood=yes Sparky=no Conventional=yes Rocker=yes Verses=100%,100%,100%,100%,100%,100%,50%,100%,50%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 ProneDamage=30%
 * will need to be balanced in the second pass.

[FlakWH]	; For anti-air flak weapons. CellSpread=1.0 PercentAtMax=.1 Verses=150%,80%,50%,100%,20%,20%,0%,0%,0%,100%,100%	; no buildings AnimList=SMKPUFF InfDeath=3

[FlakTWH]	; For the Flak Track's anti-surface weapon. CellSpread=1.0 PercentAtMax=.2 Verses=150%,100%,50%,60%,10%,10%,30%,20%,10%,100%,100%	; no buildings AnimList=HTRKPUFF InfDeath=3 Conventional=yes	; Go splash in the water.

[FlakGuyWH]	; For Flak Trooper Anti-Air CellSpread=1.0 PercentAtMax=.2 Verses=150%,100%,50%,80%,20%,20%,0%,0%,0%,100%,100%	; no buildings AnimList=SMKPUFF InfDeath=3

[CometWH] Wall=no Verses=100%,100%,100%,75%,50%,50%,200%,200%,200%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070

[MirageWH]	// Supposed to be a heat ray. Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,100%,100%	; Needs balancing by designers AnimList=IRONFX		; temp, should have flash-o-light InfDeath=4			; Burn death Bright=true			; This says there should be Combat Lighting. It's ignored, but we'll say it anyway. CLDisableBlue=true	; This says the Combat Light should be red. (1) CLDisableGreen=true	; This says the Combat Light should be red. (2)