cis_weap_inf_autoturret
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_autoturret"
[Properties]
OrdnanceName = "cis_weap_inf_autoturret_ord"
//**********************************************
//****************** SOUND *********************
//**********************************************
[/code]
ClassParent = "com_weap_inf_autoturret"
[Properties]
OrdnanceName = "cis_weap_inf_autoturret_ord"
//**********************************************
//****************** SOUND *********************
//**********************************************
[/code]
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_autoturret_dispenser"
[Properties]
HUDTag = "com_weap_inf_dropturret"
OrdnanceName = "tur_bldg_chaingun_tripod"
//**********************************************
//****************** SOUND *********************
//**********************************************
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
[/code]
ClassParent = "com_weap_inf_autoturret_dispenser"
[Properties]
HUDTag = "com_weap_inf_dropturret"
OrdnanceName = "tur_bldg_chaingun_tripod"
//**********************************************
//****************** SOUND *********************
//**********************************************
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
[/code]
Hidden/Spoiler:
[code][OrdnanceClass]
ClassParent = "com_weap_inf_autoturret_ord"
[Properties]
[/code]
ClassParent = "com_weap_inf_autoturret_ord"
[Properties]
[/code]
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "com_bldg_chaingun_tripod.msh"
[Properties]
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
Pilottype = "self"
MapScale = "1.2"
GeometryName = "com_bldg_chaingun_tripod"
DestroyedGeometryName = "com_bldg_chaingun_tripod_dest"
ExplosionName = "com_inf_rechargedroid_exp"
MaxHealth = "600.0"
RespawnTime = "15.0"
BUILDINGSECTION = "TURRET1"
Pilottype = "self"
TurretNodeName = "aimer_gun"
PitchLimits = "-80 60"
YawLimits = "-360 360"
PitchTurnFactor = "0.0"
//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "cis_weap_inf_bluefly"
WeaponAmmo = "0"
MaxTurnSpeed = "6.5"
MaxPitchSpeed = "6.5"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "6.5"
PCMaxTurnSpeed = "6.5"
TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = "vehicle_equip defer"
TurretStartSound = ""
TurretStopSound = ""
//FoleyFXGroup = "metal_foley"
DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"[/code]
ClassLabel = "armedbuilding"
GeometryName = "com_bldg_chaingun_tripod.msh"
[Properties]
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
Pilottype = "self"
MapScale = "1.2"
GeometryName = "com_bldg_chaingun_tripod"
DestroyedGeometryName = "com_bldg_chaingun_tripod_dest"
ExplosionName = "com_inf_rechargedroid_exp"
MaxHealth = "600.0"
RespawnTime = "15.0"
BUILDINGSECTION = "TURRET1"
Pilottype = "self"
TurretNodeName = "aimer_gun"
PitchLimits = "-80 60"
YawLimits = "-360 360"
PitchTurnFactor = "0.0"
//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
WeaponName = "cis_weap_inf_bluefly"
WeaponAmmo = "0"
MaxTurnSpeed = "6.5"
MaxPitchSpeed = "6.5"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "6.5"
PCMaxTurnSpeed = "6.5"
TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = "vehicle_equip defer"
TurretStartSound = ""
TurretStopSound = ""
//FoleyFXGroup = "metal_foley"
DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"[/code]
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "cannon"
[Properties]
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
RoundsPerClip = "0"
HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
MinRange = "0"
OptimalRange = "15"
MaxRange = "40"
RecoilLengthLight = "0.1"
RecoilStrengthLight = "1"
RecoilLengthHeavy = "0.05"
RecoilStrengthHeavy = "1"
ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "2.0"
ShotDelay = "1.0"
LockOnRange = "20.0"
LockTime = "0.5"
MinSpread = "0.1"
MaxSpread = "0.35"
AutoAimSize = "30.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
SalvoCount = "4"
SalvoDelay = ".15 .3"
//**********************************************
//****************** SOUND *********************
//**********************************************
FireSound = "com_weap_turret_fire_mini"
FoleyFXGroup = "metal_foley"
[/code]
ClassLabel = "cannon"
[Properties]
MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"
RoundsPerClip = "0"
HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
MinRange = "0"
OptimalRange = "15"
MaxRange = "40"
RecoilLengthLight = "0.1"
RecoilStrengthLight = "1"
RecoilLengthHeavy = "0.05"
RecoilStrengthHeavy = "1"
ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "2.0"
ShotDelay = "1.0"
LockOnRange = "20.0"
LockTime = "0.5"
MinSpread = "0.1"
MaxSpread = "0.35"
AutoAimSize = "30.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
SalvoCount = "4"
SalvoDelay = ".15 .3"
//**********************************************
//****************** SOUND *********************
//**********************************************
FireSound = "com_weap_turret_fire_mini"
FoleyFXGroup = "metal_foley"
[/code]
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"
[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"
TriggerAll = "1"
//AnimationBank = "grenade"
OffhandWeapon = 1
ShotDelay = "1.5"
MaxItems = "6.0"
InitialSalvoDelay = "0.5"
AutoAimSize = "1.0"
MaxPressedTime = "0.0"
MinStrength = "0.3"
MaxStrength = "2.4"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
[/code]
ClassLabel = "dispenser"
[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"
TriggerAll = "1"
//AnimationBank = "grenade"
OffhandWeapon = 1
ShotDelay = "1.5"
MaxItems = "6.0"
InitialSalvoDelay = "0.5"
AutoAimSize = "1.0"
MaxPressedTime = "0.0"
MinStrength = "0.3"
MaxStrength = "2.4"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
[/code]
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_red"
LaserLength = "2.5"
LaserWidth = "0.1"
LaserGlowColor = "249 91 70 75"
LightColor = "247 91 70 150"
LightRadius = "0.1"
LifeSpan = ".8"
Velocity = "100.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "100.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
VehicleScale = "0.1"
ShieldScale = "0.1"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
[/code]
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_red"
LaserLength = "2.5"
LaserWidth = "0.1"
LaserGlowColor = "249 91 70 75"
LightColor = "247 91 70 150"
LightRadius = "0.1"
LifeSpan = ".8"
Velocity = "100.0"
Gravity = "1.0"
Rebound = "0.0"
MaxDamage = "100.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
VehicleScale = "0.1"
ShieldScale = "0.1"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
[/code]




