User:EightyOne/RA2 - Weapons stats


 * ******* Weapon Statistics *******
 * The weapons specified here are attached to the various combat
 * units and buildings.


 * Anim = animation to display as a firing effect [use 8 for directional variation]
 * AreaFire = indicates that the weapon fires at the current cell and does damage in a radius (def=no). Warning: This only works for secondary weapons right now.
 * Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag.
 * Burst = number of rapid succession shots from this weapon (def=1)
 * Camera = Reveals area around firer (def=no)?
 * Charges = SJM: I have disabled this system. Use IsAnimDelayedFire in ART.INI instead.  Does it have charge-up-before-firing logic (def=no)?
 * Damage = the amount of damage (unattenuated) dealt with every bullet
 * Floater = floats like a frizbee
 * IonSensitive = Shuts down during an ion storm (def=no)?
 * Lobber = does the projectile fly to target in a high arc (def=no)?
 * MinimumRange = minimum range to target (def=0)
 * Projectile = projectile characteristic to use
 * RadLevel = the radiation level left by the weapon. (def=0)
 * Range = maximum cell range
 * ROF = delay between shots [15 = 1 second at middle speed setting]
 * Report = List of sounds to random play when firing
 * Speed = speed of projectile to target (100 is maximum)
 * Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
 * TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
 * UseFireParticles = Should the weapon spawn a flame particle system? (def = no)
 * Warhead = warhead to attach to projectile

[DefaultDeathWeapon] Projectile=Invisible Warhead=DeathWH

[OilExplosion] Projectile=Invisible Damage=600 Warhead=OilExplosionWH Anim=RING1

[BarrelExplosion] Projectile=Invisible Damage=200 Warhead=OilExplosionWH Anim=RING1

[TerrorBomb] Projectile=Invisible Damage=225 Warhead=TerrorBombWH Anim=RING1 Range=1.5 ROF=10 Suicide=yes

[AlliedOccupyW] ; from para Damage=30 ROF=15 Range=7 Projectile=InvisibleHigh Speed=100 Warhead=SSAB Report=AlliedOccupiedAttack Anim=UCFLASH

[SovietOccupyW] ; from m1carbine Damage=20 ROF=20 Range=7 Projectile=InvisibleHigh Speed=100 Warhead=SSAB Report=SovietOccupiedAttack Anim=UCFLASH

[Minigun] Damage=8 ROF=21 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttack
 * Light infantry Rifle

[BAZOOKA] Damage=25 ROF=60 Range=6 Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Report=FlakCannonAttack
 * Rocket Infantry

[JumpCannon] Damage=15 ; was 20 Burst=2 ROF=40 Range=5 ; was 4 Projectile=Invisible3 Speed=100 Warhead=SA Report=JUMPJET1
 * Jump Jet Cannon
 * Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

[BlimpBomb] Damage=250 Burst=1 ROF=50 Range=1.5 CellRangefinding=yes Projectile=BlimpBombP Speed=20 Warhead=BlimpHE 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)

[AssaultCannon] Damage=40 ROF=50 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttackDeployed
 * Assault Suit Cannon

[CyCannon] Damage=120 ROF=50 Range=7 Projectile=ProtonBlast Speed=70 Warhead=PlasmaWH Report=scrin5b
 * Cyborg Commando Plasma Cannon

[HarpyClaw] Damage=60 ROF=36 Range=5 Projectile=Invisible2 Speed=100 Warhead=SA Report=CYGUN1
 * Harpy Vulcan Cannon

[RaiderCannon] Damage=40 ROF=55 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=PillboxAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
 * Assault Buggy Cannon

[VulcanTower] Damage=50 ROF=26 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=PillboxAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=true
 * sentry gun

[Vulcan2] Damage=50 ROF=26 Range=5.5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=PillboxAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
 * pill box gun
 * SJM thinks this is silly for a machine gun: Bright=true

[RPGTower] Damage=110 ROF=80 Range=8 Projectile=Lobbed2 Speed=30 ; 5 Warhead=RPG MinimumRange=2 Report=GLNCH4
 * Rocket Tower Grenade

[SubTorpedo] Damage=100 ROF=120 Range=7 Projectile=Torpedo Speed=25 ;18 Report=SubAttack Warhead=APSplash DecloakToFire=no
 * Sub Torpedo

[BikeMissile] Damage=40 ROF=60 Range=5 Projectile=HeatSeeker Speed=30 Report=SeawolfAttack Warhead=AP
 * Bike Missile

[RedEye2] Damage=75 ROF=55 Range=12 Projectile=AAHeatSeeker Speed=100 Warhead=SAMWH Report=PatriotAttack TurboBoost=yes
 * SAM missile

[HoverMissile] Damage=25 ROF=50 Range=6 Burst=2 Projectile=AAHeatSeeker2 Speed=40 Warhead=HE Report=SeawolfAttack MinimumRange=1
 * Hover Missile

[HoverMissile2] Damage=25 ROF=50 Range=10 Burst=2 Projectile=AAHeatSeeker Speed=40 Warhead=AP Report=SeawolfAttack MinimumRange=1
 * Hover Missile - AA only

[Medusa] Damage=100 ROF=15 Range=12 Speed=120 Projectile=MedusaProjectile Warhead=SAMWH Report=AegisAttack TurboBoost=yes OmniFire=yes
 * Aegis missile

[LtRail] Damage=0			; this should be 0 for railgun shots AmbientDamage=150	; use this for the railgun damage field. Leave damage = 0 ROF=60		; ROF for railgun is tied to the duration (MaxEC) of the railgun particle Range=6 Projectile=InvisibleLow Speed=100 Warhead=RailShot2 Anim=GUNFIRE IsRailgun=true AttachedParticleSystem=SmallRailgunSys Report=BIGGGUN1
 * Ghost's Rail Gun

[MechRailgun] AmbientDamage=200	; use this for the railgun damage field. Leave damage = 0 Damage=0			; this should be 0 for railgun shots ROF=60		; ROF for railgun is tied to the duration (MaxEC) of the railgun particle Range=8 Projectile=InvisibleLow Speed=100 Warhead=RailShot Report=RAILUSE5 Anim=GUNFIRE AttachedParticleSystem=LargeRailgunSys
 * Mammoth Rail Gun
 * IsRailgun=true

[Vulcan] Damage=50 ROF=26 Range=5.5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=SentryGunAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
 * rapid fire machine gun

[OutpostMachineGun] Damage=20 ROF=60 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=TechOutpostAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
 * rapid fire machine gun for the neutral outpost

[Vulcan3] Damage=10 ROF=30 Burst=3 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=CYGUN1
 * Cyborg's Vulcan cannon
 * Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

[FireballLauncher] Damage=0 AmbientDamage=2 ROF=50 Range=4.25 Projectile=Invisible Speed=1 Warhead=Fire Report=FLAMTNK1 UseFireParticles=yes AttachedParticleSystem=FireStreamSys Burst=2
 * fireball from flame tank

[Sniper] Damage=150 ROF=20 Range=8 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint Report=SILENCER
 * sniper rifle

[Sapper] Damage=2500 ; a boatload (get it?) ROF=100 Range=1.5 CellRangefinding=yes Projectile=Invisible5 Warhead=Super Report=SealPlaceBomb SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion
 * AntiNaval=yes
 * AntiUnderwater=yes
 * AntiOrganic=no;to make exception for squid and dolphin

[M1Carbine] Damage=15 ROF=25 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=ConscriptAttack
 * rifle soldier weapons (multiple shots)

[M60] Damage=15 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

[Para] Damage=15 ROF=15 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=GIAttackDeployed

[20mmRapid] Damage=30 ROF=20 Range=5.5 Projectile=InvisibleLow Speed=100 Warhead=HARVWH Report=WarMinerAttack Anim=GUNFIRE

[20mm] Damage=25 ROF=30 Range=5 Projectile=Invisible3 Speed=100 Warhead=SSA Report=RocketeerAttack

[MP5] 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)

[DoublePistols] Damage=125 ROF=10 Range=6 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)

[ChronoMP5] Damage=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPointNoBuilding Report=SealAttack

[FakeC4] Damage=5000 ROF=10 Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Warhead=FakeC4WH Report=SealPlaceBomb SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion

[AWP] Damage=125 ROF=150 Range=14 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired

[QuadCannon] Damage=35 ROF=40 Range=6 Projectile=QuadShell Speed=100 Warhead=SA Report=FlakTrackAttackGround Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
 * Half-track's gun

[BlackHawkCannon] Damage=35 ROF=40 Range=6 Projectile=QuadShell Speed=100 Warhead=SA Report=BlackOpsAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OmniFire=yes
 * Blackhawks gun (from QuadCannon)

[Dragon] Damage=30 ROF=50 Burst=2 Range=6 Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Report=SeawolfAttack
 * man-packed anti-tank missile (bazooka type)

[Hellfire] Damage=30 ; 25 ROF=50 Range=6 Projectile=AAHeatSeeker2 ; was HeatSeeker Speed=30 Warhead=ORCAAP Report=ORCAMIS1 Burst=2
 * air-to-surface homing missile (launched from helicopter)

[Maverick] Damage=150 ROF=10 Range=6 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=IntruderAttack Burst=2
 * air-to-surface homing missile (launched from helicopter)

[Maverick2] Damage=200 ROF=10 Range=6 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack Burst=2

[ParaDropWeapon]	; Dummy weapon, not actually fired. Damage=60 ROF=130 Range=4 Projectile=AAHeatSeeker2 ; was HeatSeeker Speed=30 Warhead=MaverickHE Burst=1

[Proton] Damage=30 ROF=3 Range=5 Projectile=ProtonTorpedo Speed=30 Warhead=HE Report=scrin5b

[HornetBomb] Damage=40 ROF=3 Range=5 Projectile=NormalBomb Speed=30 Warhead=ORCAAP Report=HornetAttack

[ASWBomb] Damage=50 ROF=3 Range=3 Projectile=DepthCharge Speed=30 Warhead=APSplash Report=OspreyAttack

[V3Airburst] Damage=25 ; just a little extra Range=.55 Projectile=V3AirburstP Warhead=V3HE

[HornetCollision] ;A crashing Hornet turns into this bullet at the last second Damage=100 ROF=20 Range=3 Projectile=AAHeatSeeker2 ; will be Hornet shaped bullet Speed=30 Warhead=AP Report=HornetCollision Bright=yes

[DredCollision] ;dread missile does this when it hits Damage=200 ROF=20 Range=1.75 Projectile=DredMissile Speed=30 Warhead=AP Bright=yes CellRangefinding=yes
 * Report=120MMF

[ASWCollision] ;A crashing ASW turns into this bullet at the last second Damage=100 ROF=20 Range=3 Projectile=AAHeatSeeker2 ; will be ASW shaped bullet Speed=30 Warhead=AP Report=OspreyCollision Bright=yes

[Grenade] Damage=40 ROF=60 Range=4.5 Projectile=Lobbed Speed=5 Warhead=HE Bright=yes
 * hand grenade (discus)
 * Floater=yes
 * Lobber=yes

[75mm] Damage=35 ROF=40 Range=6 Projectile=Cannon Speed=40 Warhead=AP Anim=GUNFIRE Bright=yes
 * small anti-armor cannon

[90mm] Damage=36 ROF=50 Range=5.75 Projectile=Cannon Speed=40 Warhead=AP Report=LightTankAttack Anim=GUNFIRE Bright=yes
 * light anti-armor cannon

[105mm] Damage=65 ROF=60 Range=5 Projectile=Cannon Speed=40 Warhead=AP Report=GrizzlyTankAttack Anim=GUNFIRE Bright=yes
 * anti-armor weapon

[120mmx] Damage=100 ROF=80 Range=5.75 Projectile=Cannon Speed=40 Warhead=ApocAP Report=ApocalypseAttackGround Anim=APMUZZLE Burst=2 Bright=yes
 * large anti-armor cannon (two shooter)

[120mm] Damage=90 ROF=65 Range=5.75 Projectile=Cannon Speed=40 Warhead=AP Report=RhinoTankAttack Anim=GUNFIRE Bright=yes
 * large anti-armor cannon (single shooter)

[120HE] Damage=80 ROF=50 Range=5.75 Projectile=Cannon Speed=40 Warhead=HowitzerWH Report=RhinoTankAttack Anim=GUNFIRE Bright=yes
 * War-Miner HE gun

[SABOT] Damage=150 ;was 135 ROF=70 Range=5 Projectile=Cannon Speed=60 Warhead=UltraAP Report=TankDestroyerAttack Anim=GUNFIRE Bright=yes
 * Tank Destroyer gun

[HowitzerGun] Damage=75 ROF=100 Range=12 MinimumRange=2 Projectile=Ballistic Speed=100 Warhead=HowitzerWH Report=ApocalypseAttackGround Anim=GUNFIRE Bright=yes
 * Howitzer gun

[Bomb] Damage=160 ROF=10 ; was 1 Range=5 Projectile=Cannon2 Speed=0 Warhead=ORCAHE Floater=yes

[SuicideBomb] Damage=11000 ROF=1 Range=.5 Projectile=Invisible Speed=0 Warhead=SUPER Bright=yes Report=HUNTER2

[MammothTusk] Damage=50 ROF=80 Range=8 Projectile=AAHeatSeeker Speed=20 Warhead=HE Burst=2 Report=ApocalypseAttackAir
 * Vehicle carried anti-tank missile

[155mm] Damage=60 ROF=110 Range=8 MinimumRange=0 Projectile=Ballistic Speed=10 Warhead=ARTYHE Report=DestroyerAttack Anim=GUNFIRE Lobber=no
 * artillery cannon
 * Lobber=yes

[V3Launcher] Damage=1 ROF=150 Range=18 MinimumRange=5 Spawner=yes Projectile=InvisibleHigh Speed=10 Warhead=Special
 * V3's rangefinder virtual weapon

[DredLauncher] Damage=50 ROF=50 Burst=2 Range=25 MinimumRange=8; the missiles need time to align Spawner=yes Projectile=InvisibleHigh Speed=15 Warhead=Special OmniFire=yes
 * Dreadnought missile
 * Range=-2

[DroneJump] Damage=50 ROF=60 Range=1.83 Projectile=JUMP Speed=30 Warhead=Parasite LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=TerrorDroneAttack
 * Drone jumping on your head

[BadTeeth] Damage=30 ROF=30 Range=1.5 CellRangefinding=yes Projectile=DOGJUMP Speed=30 Warhead=ParasiteDog ; infantry only version LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=DogAttack
 * Dog humping

[GoodTeeth] Damage=30 ROF=30 Range=1.5 CellRangefinding=yes Projectile=ADOGJUMP Speed=30 Warhead=ParasiteDog ; infantry only version LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=DogAttack
 * Dog humping

[AlligatorBite] ; Alligator bite Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=30 ROF=30 Warhead=HollowPoint Report=AlligatorAttack

[BearBite] ; Bear bite Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=30 ROF=30 Warhead=HollowPoint Report=BearAttack

[ChimpBite] ; Chim bite Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=30 ROF=30 Warhead=HollowPoint Report=ChimpAttack

[VirtualScanner]; This is so units with range one weapons will scan out farther when looking for targets in guard Damage=1 Range=5 NeverUse=yes Projectile=InvisibleAll Warhead=SA Speed=100

[SquidGrab] Damage=15 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'

[SquidPunch] Damage=50 ROF=32 ;hard 16*2 until unit sprites get more complicated Range=1.83 Projectile=InvisibleLow ;gs ! Dude! This gives the squid an anti-air weapon! --> was InvisibleAll Speed=30 Warhead=HE Report=SquidAttackNonShip
 * Squid attacking non boat
 * AntiOrganic=yes
 * IsSonic=Yes

[HornetLauncher] Damage=1 ROF=150 Range=25 Spawner=yes Projectile=Invisible Speed=10 Warhead=Special OmniFire=yes
 * Carrier's rangefinder virtual weapon
 * Range=-2 ; infinite

[ASWLauncher] Damage=1 ROF=150 Range=-2 ; infinite Spawner=yes Projectile=ASWVirt Speed=10 Warhead=Special OmniFire=yes
 * Destroyer's rangefinder virtual weapon for Helicopters
 * AntiUnderwater=yes

[SonicZap]
 * Sonic Zap
 * Damage=2
 * AmbientDamage=6

Damage=4 AmbientDamage=10

ROF=120 Range=6 Projectile=Sonic Speed=100 Warhead=SonicWarhead Report=DolphinAttack IsSonic=Yes DecloakToFire=no
 * Projectile=Null
 * AntiUnderwater=yes

[RepairBullet] Damage=-50 ROF=80 Range=1.8 Projectile=Invisible Speed=100 Warhead=Mechanical Report=IFVRepair UseSparkParticles=yes AttachedParticleSystem=WeldingSys
 * repair bot repairing

[Heal] Damage=-50 ROF=80 Range=2.83 Projectile=Invisible Speed=100 Warhead=Organic Report=HEALER1
 * medic healing

[NeutronRifle] Damage=8 ROF=120 Range=5 Speed=100 Projectile=InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes
 * Fire by Chrono Legion

[RadBeamWeapon] Damage=125 ROF=50 Range=6 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack
 * Fire by Desolater

[RadEruptionWeapon] Damage=1		; Irrelevant as long as it is greater than 0. Establishes that this unit can fire this weapon. ROF=60 Range=4        ; SJM: changed from 1 so distance check won't fail on bridges -- only fired at own cell so should be OK Speed=1 AreaFire=yes FireOnce=no		; SJM: Desolator should maintain radiation at site when deployed Projectile=InvisibleLow Warhead=RadEruptionWarhead IsRadEruption=no ; SJM: we're not using this effect anymore RadLevel=500 Report=DesolatorDeploy
 * The Desolater's desolation effect

[PrismShot] Damage=120 ROF=60 Range=8 Speed=100 Projectile=InvisibleHigh Warhead=PrismWarhead LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true	; this flag tells the game to use the special laser draw effect IsHouseColor=true Report=PrismTowerAttack
 * Fire by Prism Cannon
 * LaserInnerColor = 216,0,184
 * LaserOuterColor = 80,0,88

[MayanPrism] Damage=1000 ROF=20 Range=12 Speed=25 Projectile=InvisibleHigh Warhead=PrismWarhead LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true	; this flag tells the game to use the special laser draw effect IsHouseColor=true Report=PrismTowerAttack
 * Prism shot coming from the Mayan cannon
 * LaserInnerColor = 216,0,184
 * LaserOuterColor = 80,0,88

[PrismSupport] Damage=200 ROF=60 Range=8 Speed=100 Projectile=InvisibleHigh Warhead=DummyWarhead LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true	; this flag tells the game to use the special laser draw effect IsHouseColor=true
 * Prism Cannon support beam
 * LaserInnerColor = 32,48,216
 * LaserOuterColor = 24,24,96

[ElectricBolt] Damage=50 ROF=60 Range=3 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)
 * Fire by Telsa Trooper

[TankBolt] Damage=135 ROF=60 Range=4 Speed=100 Warhead=Electric Report=TeslaTankAttack Projectile=InvisibleLow IsElectricBolt=true
 * Fire by Telsa Tank

[AssaultBolt] Damage=10 ROF=25 Range=1.83 Speed=100 Warhead=ElectricAssault Report=TeslaTroopRechargeCoil Projectile=InvisibleLow IsElectricBolt=true IsAlternateColor=true
 * Fire by Telsa Trooper at Tesla Coil

[CoilBolt] Damage=200 ROF=120 Range=7 Speed=100 Warhead=Electric Report=TeslaCoilAttack Projectile=Invisible IsElectricBolt=true
 * Fire by Telsa Coil
 * Projectile=InvisibleHigh
 * SJM: Now using home-grown DelayedFire system. Charges=yes

[OPCoilBolt] Damage=300 ROF=100 Range=8 Speed=100 Warhead=Electric Report=TeslaCoilSuper Projectile=InvisibleHigh IsElectricBolt=true IsAlternateColor=true
 * Fire by Telsa Coil while overpowered

[EiffelBolt] Damage=2000 ROF=20 Range=20 Speed=100 Warhead=Electric Report=ParisTowerAttack Projectile=InvisibleHigh IsElectricBolt=true
 * Fired by the ginourmous Eiffel Telsa Coil of DEATH
 * DrawBoltAsLaser=yes ; Not actually a laser, but draws electric parts as lasers (with blendy fancy stuff)
 * The DrawBoltAsLaser flag has pretty serious frame rate problems right now.
 * SJM: Um, worse than that, I've removed the code. Creating a LaserClass object for each of
 * SJM: potentially hundreds of line segments will grind the game to a halt. Besides that,
 * SJM: I've drastically modified the Laser code for the Prism effects and using it for the
 * SJM: lightning would probably now have very strange, unanticipated effects. Sorry!

[LaserFire] Damage=250 ROF=120 Range=10.5 Speed=100 Warhead=Super Report=PrismTowerAttack LaserInnerColor = 255,0,0 LaserOuterColor = 0,0,0 LaserOuterSpread= 20,40,40 LaserDuration = 15 Projectile=LLine IsBigLaser=true IsLaser=true	; this flag tells the game to use the special laser draw effect Charges=yes		; non-charging lasers should use LaserFire2 instead
 * Solid laser beam.

[LaserFire2] Damage=30 ROF=40 Range=5.5 Speed=100 Warhead=Super Report=LASTUR1 Charges=no LaserInnerColor = 255,0,0 LaserOuterColor = 0,0,0 LaserOuterSpread= 20,40,40 LaserDuration = 15 Projectile=LLine2 IsLaser=true	; this flag tells the game to use the special laser draw effect
 * Laser Turret Beam

[EMPulseWeapon] Damage=1200      ; Damage is duration for EM Pulse ROF=1 Speed=25 Warhead=EMPuls Projectile=PulsPr Range=40 ; was 30 Lobber=yes Report=PLSECAN2

[SlimeAttack] Damage=100 ROF=80 Range=1.3		;2.83 Projectile=Invisible Speed=25	;100 Warhead=Slimer Report=VICER1
 * Visceroid attack

[ChemLauncher] Damage=100 ROF=1 ; 0 Range=6 Projectile=ChemMissile Speed=30 Warhead=Gas Report=ICBM1
 * Chemical missile launcher

[FiendShard] Damage=35 ROF=30 Burst=3 Range=5 Projectile=DogShard Speed=25 Warhead=Shard Report=

[DefuseKit] Damage=1 ROF=20 Range=1.5 CellRangefinding=yes Projectile=InvisibleAll Speed=100 Report=DefuseKit Warhead=BombDisarm FireOnce=yes

[NukePayload] Damage=600 Range=30 Projectile=GiantNukeDown ;MultiMissile Speed=10 RadLevel=500 Warhead=NUKE Report=

[NukeCarrier] Projectile=GiantNukeUp Speed=100 Warhead=NukeMaker

[Pistola] Damage=2 ROF=20 Range=3 Projectile=InvisibleLow Speed=100 Warhead=SA Report=CivAttack

[MindControl] Damage=10;Needed to be considered offensive unit ROF=200 Range=7 Projectile=PsychicControl Speed=100 Warhead=Controller Anim=YURICNTL FireOnce=yes
 * Report=YuriMindControl

[SuperMindControl] Damage=10;Needed to be considered offensive unit ROF=200 Range=30 Projectile=PsychicControl Speed=100 Warhead=Controller Anim=YURICNTL FireOnce=yes
 * Report=YuriMindControl

[PsiWave] Damage=250;Needed to be considered offensive unit Range=1 ROF=50 ;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=PsiPulse AreaFire=yes ; just shoot straight at ground under feet FireOnce=yes ; Only fire once; don't stay in attack mission Report=YuriDeploy Anim=RING1

[IvanBomber] Damage=400 ; 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

[V3Cluster] Damage=80 ROF=80 Projectile=ClusterBits Range=6 Speed=20 Warhead=V3HE


 * MultiMissile Cluster Missiles
 * [MultiCluster]
 * Damage=65
 * ROF=80
 * Range=6
 * Projectile=HeatSeeker
 * Speed=20
 * Warhead=HE
 * Burst=2
 * Report=Dummy

[MakeupKit] Damage=1 ROF=100 Range=-2 ; infinite Projectile=InvisibleAll Speed=100 FireOnce=yes ; Firing clears TarCom so only one shot is fired Warhead=Snapshot RevealOnFire=no ; Doesn't clear shroud when fired Report=SpyAttack
 * Spy's 'weapon' for picking his disguise

[TankMakeupKit] ; Mirage tank's version since he targets different things Damage=1 ROF=100 Range=-2 ; infinite Projectile=Invisible Speed=100 FireOnce=yes ; Firing clears TarCom so only one shot is fired Warhead=TankSnapshot RevealOnFire=no ; Doesn't clear shroud when fired TerrainFire=yes ; I get an attack cursor on Trees and rocks. Report=MirageTankDisguise

[MirageGun] Damage=100 ROF=70 Range=7 Projectile=InvisibleLow Speed=100 Warhead=MirageWH DisguiseFireOnly=no	; SJM: design change, tank can fire always Report=MirageTankAttack Bright=yes Anim=VTMUZZLE DisguiseFakeBlinkTime=15 ; 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

[GrandCannonWeapon] Damage=150 ROF=120 Range=15 MinimumRange=3 Projectile=GrandCannonBall Speed=1 Report=GrandCannonAttack Bright=yes Warhead=GrandCannonWH Anim=GCMUZZLE

[FlakWeapon]		; This belongs to Flak Cannon Damage=40 ROF=20 Range=12 Projectile=FlakProj	; AA bullet shared with Flak Track Speed=100 Report=FlakCannonAttack Warhead=FlakWH Anim=GUNFIRE

[FlakTrackAAGun]	; Separate from Flak Cannon weapon so that stats may be tweaked Damage=35 ROF=25 Range=10 Projectile=FlakProj	; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakWH Anim=GUNFIRE

[FlakGuyAAGun]	; 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=FlakGuyWH Anim=GUNFIRE

[FlakTrackGun]		; 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

[FlakGuyGun]		; 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

[Comet] Damage=100 ROF=100 Range=10 Projectile=LargeCometP Speed=40 Report=PrismTankAttack 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

[CometFragment] Damage=30 ROF=120 Range=3 Projectile=SmallCometP Speed=10 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

[TeslaFragment] Damage=30 ROF=80 Range=3 Projectile=SmallTeslaP Speed=10 Report=TeslaCoilAttack Warhead=Electric IsElectricBolt=true Anim=PIFFPIFF ;gs TEMP###


 * GEF Weapons used by units in IFV

[CRM60] Damage=20 ROF=15 Range=6;4 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=IFVAttackGround Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

[CRElectricBolt] Damage=60;50 ROF=30;40 Range=6;3 Speed=100 Warhead=Shock Report=TeslaTankAttack Projectile=InvisibleLow 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

[CRBAZOOKA] Damage=35;25 ROF=30;60 Range=8;6 Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Report=FlakCannonAttack
 * Rocket Infantry

[CRMP5] ;reimplementing this as an anti-infantry IFV weapon Damage=125 ROF=20;10 Range=6;8;6 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint3 Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
 * OmniFire=yes
 * DistributedWeaponFire=yes

[CRMakeupKit] ; Mirage tank's version since he targets different things Damage=1 ROF=100 Range=-2 ; infinite Projectile=InvisibleAll Speed=100 FireOnce=yes ; Firing clears TarCom so only one shot is fired Warhead=TankSnapshot RevealOnFire=no ; Doesn't clear shroud when fired Report=MirageTankDisguise

[CRNeutronRifle] Damage=5 ROF=120 Range=6 Speed=100 Projectile=InvisibleLow Warhead=ChronoBeam Report= IsRadBeam=yes Report=ChronoLegionAttack
 * Fire by Chrono Legion

[CRM1Carbine] Damage=30;20 ROF=15;20 Range=6;4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttack
 * rifle soldier weapons (multiple shots)

[CRNuke] Damage=600 ROF=80 Range=1 Projectile=InvisibleLow Speed=35 ; was 10 RadLevel=500 Warhead=CRNUKEWH Report=NukeExplosion Suicide=yes

[CRTerrorBomb] Projectile=Invisible Damage=250 Warhead=TerrorBombWH Anim=RING1 Range=1.5 ROF=10 Suicide=yes

[Demobomb] Damage=400 ROF=80 Range=1 Projectile=InvisibleLow Speed=35 RadLevel=100 Warhead=DemobombWH Report=DemoTruckDie Suicide=yes

[CRRadBeamWeapon] Damage=175;125 ROF=30;50 Range=7;5 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack
 * Fire by Desolater

[CRMindControl] Damage=200;Needed to be considered offensive unit Range=1 ROF=10;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=PsiPulse AreaFire=yes ; just shoot straight at ground under feet Report=YuriDeploy Anim=RING1
 * Damage=100;Needed to be considered offensive unit
 * ROF=100
 * Range=11;9
 * Projectile=Psychic
 * Speed=100
 * Warhead=Controller
 * Report=FIEND2
 * Anim=WAKE2
 * FireOnce=yes ; Only fire once; don't stay in attack mission

[CRAWP] Damage=250;200 ROF=100;150 Range=14 Projectile=InvisibleLow Speed=100 Report=SILENCER Warhead=HollowPoint2 RevealOnFire=no ; Doesn't clear shroud when fired

[CowShot];[PrismShot] Damage=300 ROF=75;100 Range=12;8 Speed=100 Projectile=InvisibleHigh Warhead=PrismWarhead LaserInnerColor = 216,0,184 LaserOuterColor = 80,0,88 LaserOuterSpread= 0,0,0 LaserDuration = 15 IsBigLaser=true IsLaser=true	; this flag tells the game to use the special laser draw effect Report=IFVCowshot
 * Fire by Prism Cannon

[Nukebomb] Damage=1500 ROF=1 Range=1.0 Projectile=InvisibleLow Speed=100 Warhead=NUKE RadLevel=500
 * Report=Dummy

[CRFlakGuyGun]		; Anti-surface gun for the Flak Trooper Damage=30;20 ROF=15;20 Range=7;5 Projectile=FlakTProj Speed=50 Report=FlakTrackAttackGround		; put in new sound for this Warhead=FlakTWH Anim=GUNFIRE