Weapon = {
{
AboveWaterTargetsOnly = true,
AnimationReload = '/units/xel0306/xel0306_aload.sca',
Audio = {
Fire = Sound {
Bank = 'XEL_Weapons',
Cue = 'XEL0306_Missile_Cruise',
LodCutoff = 'Weapon_LodCutoff',
},
},
BallisticArc = 'RULEUBA_None',
CollideFriendly = false,
CountedProjectile = false,
Damage = 800,
DamageFriendly = true,
DamageRadius = 0.5,
DamageType = 'Normal',
DisplayName = 'Long Range Cruise Missile',
FireTargetLayerCapsTable = {
Land = 'Land|Water|Seabed',
Water = 'Land|Water|Seabed',
},
FiringTolerance = 5,
Label = 'MissileWeapon',
MaxRadius = 80,
MinRadius = 5,
MuzzleChargeDelay = 1,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 3,
ProjectileId = '/projectiles/TIFMissileCruise05/TIFMissileCruise05_proj.bp',
ProjectileLifetime = 20,
ProjectilesPerOnFire = 3,
RackBones = {
{
HideMuzzle = true,
MuzzleBones = {
'Projectile_01',
'Projectile_02',
'Projectile_03',
},
RackBone = 'B05_Launcher',
},
},
RackRecoilDistance = 0,
RackReloadTimeout = 10,
RackSalvoChargeTime = 0,
RackSalvoReloadTime = 10,
# must be set to 1/RateOfFire to work
RackSalvoSize = 1,
RackSlavedToTurret = false,
RangeCategory = 'UWRC_IndirectFire',
RateOfFire = 0.1,
RenderFireClock = true,
SlavedToBody = true,
TargetCheckInterval = 2,
TargetPriorities = {
'SPECIALHIGHPRI',
'STRUCTURE DEFENSE',
'TECH3 MOBILE',
'TECH2 MOBILE',
'TECH1 MOBILE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.15,
Turreted = false,
WeaponCategory = 'Missile',
WeaponRepackTimeout = 1,
WeaponUnpackAnimation = '/units/xel0306/xel0306_aopen.sca',
WeaponUnpackAnimationRate = 1,
WeaponUnpacks = true,
},
Statistics: Posted by Franck83 — 11 Oct 2017, 16:41
Statistics: Posted by Franck83 — 11 Oct 2017, 08:50
Statistics: Posted by StarAdder — 11 Oct 2017, 05:57