Initial commit.
This commit is contained in:
18
base/ext_data/vehicles/weapons/atst_laser.vwp
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18
base/ext_data/vehicles/weapons/atst_laser.vwp
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atst_laser
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{
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name atst_laser
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projectile 1
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muzzleFX "atst/main_muzzleflash"
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shotFX "atst/shot_red"
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impactFX "atst/wall_impact"
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g2MarkShader "gfx/damage/bodyburnmark1"
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g2MarkSize 16
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speed 1300
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damage 75
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splashDamage 20
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splashRadius 50
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ammoPerShot 1
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width 8
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height 8
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lifetime 10000
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}
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24
base/ext_data/vehicles/weapons/atst_rocket.vwp
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24
base/ext_data/vehicles/weapons/atst_rocket.vwp
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atst_rocket
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{
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name atst_rocket
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projectile 1
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model "models/weapons2/merr_sonn/projectile.md3"
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muzzleFX "atst/alt_muzzleflash"
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shotFX "atst/side_alt_shot"
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impactFX "atst/side_alt_explosion"
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g2MarkShader "gfx/damage/bodybigburnmark1"
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g2MarkSize 48
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loopSound "sound/weapons/rocket/missleloop.wav"
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speed 1100
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homing 0
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lockOnTime 0
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damage 150
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splashDamage 150
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splashRadius 250
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ammoPerShot 1
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health 10
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width 10
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height 10
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lifetime 10000
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explodeOnExpire 1
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}
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18
base/ext_data/vehicles/weapons/bomb.vwp
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18
base/ext_data/vehicles/weapons/bomb.vwp
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bomb
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{
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name bomb
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projectile 1
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hasGravity 1
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muzzleFX "ships/bomb_launch"
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shotFX "ships/bomb"
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impactFX "ships/mine_impact"
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g2MarkShader "gfx/damage/bodybigburnmark1"
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g2MarkSize 100
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speed 50
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//damage 1000
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//splashDamage 100
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damage 1000
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splashDamage 300
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splashRadius 500
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ammoPerShot 1
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}
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25
base/ext_data/vehicles/weapons/conc_missile_straight.vwp
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25
base/ext_data/vehicles/weapons/conc_missile_straight.vwp
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conc_missile_straight
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{
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name conc_missile_straight
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projectile 1
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muzzleFX "ships/conc_muzzleflash"
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shotFX "ships/reb_torpshot"
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impactFX "ships/conc_impact"
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g2MarkShader "gfx/damage/bodybigburnmark1"
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g2MarkSize 72
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loopSound "sound/vehicles/weapons/conc_missile/loop.wav"
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speed 10000
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homing 0
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lockOnTime 0
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//damage 300
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//splashDamage 200
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damage 500
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splashDamage 200
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splashRadius 200
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ammoPerShot 1
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health 10
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width 6
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height 6
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lifetime 10000
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explodeOnExpire 1
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}
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28
base/ext_data/vehicles/weapons/concussion_missile.vwp
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28
base/ext_data/vehicles/weapons/concussion_missile.vwp
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concussion_missile
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{
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name concussion_missile
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projectile 1
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muzzleFX "ships/reb_torpmuzzleflash"
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shotFX "ships/reb_torpshot"
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impactFX "ships/conc_impact"
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g2MarkShader "gfx/damage/bodybigburnmark1"
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g2MarkSize 72
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loopSound "sound/vehicles/weapons/conc_missile/loop.wav"
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speed 5000
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//homing 0.75
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//homingFOV -0.25
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homing 0.45
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homingFOV 0.2
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lockOnTime 2000
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//damage 300
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//splashDamage 200
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damage 500
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splashDamage 200
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splashRadius 200
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ammoPerShot 1
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health 10
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width 6
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height 6
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lifetime 30000
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explodeOnExpire 1
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}
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18
base/ext_data/vehicles/weapons/imp_laser.vwp
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base/ext_data/vehicles/weapons/imp_laser.vwp
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imp_laser
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{
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name imp_laser
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projectile 1
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muzzleFX "ships/imp_blastermuzzleflash"
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shotFX "ships/imp_blastershot"
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impactFX "ships/imp_blasterimpact"
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g2MarkShader "gfx/effects/scorch"
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g2MarkSize 56
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//loopSound
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speed 20000
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damage 100
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//damage 50
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splashDamage 50
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splashRadius 100
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ammoPerShot 1
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lifetime 2000
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}
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16
base/ext_data/vehicles/weapons/ion_blaster.vwp
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base/ext_data/vehicles/weapons/ion_blaster.vwp
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ion_blaster
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{
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name ion_blaster
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projectile 1
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ionWeapon 1
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muzzleFX "ships/ion_muzzleflash"
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shotFX "ships/ion_blastershot"
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impactFX "ships/ion_blasterimpact"
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//loopSound
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speed 20000
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//damage 40
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//splashDamage 50
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//splashRadius 80
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ammoPerShot 1
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lifetime 2000
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}
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23
base/ext_data/vehicles/weapons/mine.vwp
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23
base/ext_data/vehicles/weapons/mine.vwp
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mine
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{
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name mine
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projectile 1
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muzzleFX "ships/mine_launch"
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shotFX "ships/mine"
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impactFX "ships/mine_impact"
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g2MarkShader "gfx/damage/bodybigburnmark1"
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g2MarkSize 100
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loopSound "sound/vehicles/weapons/mine/loop.wav"
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speed 0
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//damage 2000
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//splashDamage 500
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damage 2000
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splashDamage 500
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splashRadius 500
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ammoPerShot 1
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health 100
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width 12
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height 12
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lifetime 180000
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explodeOnExpire 1
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}
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28
base/ext_data/vehicles/weapons/proton_torpedo.vwp
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28
base/ext_data/vehicles/weapons/proton_torpedo.vwp
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proton_torpedo
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{
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name proton_torpedo
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projectile 1
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muzzleFX "ships/imp_torpmuzzleflash"
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shotFX "ships/imp_torpshot"
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impactFX "ships/proton_impact"
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g2MarkShader "gfx/effects/scorch"
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g2MarkSize 72
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loopSound "sound/vehicles/weapons/proton/loop.wav"
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speed 4000
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//homing 0.5
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//homingFOV 0
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homing 0.25
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homingFOV 0.4
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lockOnTime 2400
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//damage 800
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//splashDamage 300
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damage 800
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splashDamage 300
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splashRadius 350
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ammoPerShot 1
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health 10
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width 6
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height 6
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lifetime 30000
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explodeOnExpire 1
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}
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18
base/ext_data/vehicles/weapons/rebel_laser.vwp
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18
base/ext_data/vehicles/weapons/rebel_laser.vwp
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rebel_laser
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{
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name rebel_laser
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projectile 1
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muzzleFX "ships/reb_blastermuzzleflash"
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shotFX "ships/reb_blastershot"
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impactFX "ships/reb_blasterimpact"
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g2MarkShader "gfx/effects/scorch"
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g2MarkSize 52
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//loopSound
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speed 20000
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damage 75
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//damage 40
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splashDamage 35
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splashRadius 80
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ammoPerShot 1
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lifetime 2000
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}
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14
base/ext_data/vehicles/weapons/swoop_laser.vwp
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base/ext_data/vehicles/weapons/swoop_laser.vwp
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swoop_laser
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{
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name swoop_laser
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projectile 1
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saberBlockable 1
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muzzleFX "ships/swoop_blastermuzzleflash"
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shotFX "ships/swoop_blastershot"
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impactFX "ships/swoop_blasterhit"
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g2MarkShader "gfx/damage/bodyburnmark1"
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g2MarkSize 16
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speed 2500
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damage 10
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ammoPerShot 1
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}
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23
base/ext_data/vehicles/weapons/swoop_rocket.vwp
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base/ext_data/vehicles/weapons/swoop_rocket.vwp
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swoop_rocket
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{
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name swoop_rocket
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projectile 1
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muzzleFX "ships/conc_muzzleflash"
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shotFX "ships/reb_torpshot"
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impactFX "ships/conc_impact"
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g2MarkShader "gfx/damage/bodybigburnmark1"
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g2MarkSize 48
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loopSound "sound/vehicles/weapons/conc_missile/loop.wav"
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speed 10000
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homing 0
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lockOnTime 0
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damage 300
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splashDamage 200
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splashRadius 160
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ammoPerShot 1
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health 10
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width 6
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height 6
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lifetime 10000
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explodeOnExpire 1
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}
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26
base/ext_data/vehicles/weapons/template.vwp
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base/ext_data/vehicles/weapons/template.vwp
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//name //(STRING)name of weapon, use same name in .veh file, use no spaces or special characters
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//{
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//name //(STRING) Unique name of weapon, must be same as the name above
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//projectile //(INT)0 = traceline, 1 = projectile (missile entity)
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//hasGravity //(INT)0 = no grav, 1 = normal grav (on projectiles only)
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//ionWeapon //(INT) 0 = not an ion weapon, 1 = disables ship shields and sends them out of control
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//muzzleFX //(STRING)path to Muzzle Effect, starting from "effects"
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//shotFX //(STRING)path to Shot Effect, starting from "effects"
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//impactFX //(STRING)path to Impact Effect, starting from "effects"
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//g2MarkShaderHandle //(STRING) name of shader to use for G2 marks made on other models when hit by this projectile
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//g2MarkSize //(FLOAT) size (diameter) of the ghoul2 mark
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//loopSound //(STRING)path to loopSound, starting from "base"
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//speed //(FLOAT)speed of projectile/range of traceline
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//homing //(FLOAT)0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ
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//homingFOV //(FLOAT, -1.0 to 1.0) default 0. Missile will lose lock on if DotProduct of missile direction and direction to target ever drops below this (-1 to 1, -1 = never lose target, 0 = lose if ship gets behind missile, 1 = pretty much will lose it's target right away)
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//lockOnTime //(INT)0 = no lock time needed, else # of ms needed to lock on
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//damage //(INT)damage done when traceline or projectile directly hits target
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//splashDamage //(INT)damage done to ents in splashRadius of end of traceline or projectile origin on impact
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//splashRadius //(FLOAT)radius that ent must be in to take splashDamage (linear fall-off)
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//ammoPerShot //(INT)how much "ammo" each shot takes
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//health //(INT)if non-zero, projectile can be shot, takes this much damage before being destroyed
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//width //(FLOAT)width of traceline or bounding box of projecile (non-rotating!)
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//height //(FLOAT)height of traceline or bounding box of projecile (non-rotating!)
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//lifetime //(INT) after this many milliseconds, it will remove itself
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//explodeOnExpire //(INT) if set to 1, it will explode when lifetime is up, not just remove itself
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//}
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BIN
base/ext_data/vehicles/weapons/vssver.scc
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BIN
base/ext_data/vehicles/weapons/vssver.scc
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Binary file not shown.
19
base/ext_data/vehicles/weapons/yt_turbolaser.vwp
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base/ext_data/vehicles/weapons/yt_turbolaser.vwp
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yt_turbolaser
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{
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name yt_turbolaser
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projectile 1
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muzzleFX "ships/yt_turbomuzzleflash"
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shotFX "ships/reb_blastershot"
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impactFX "ships/reb_blasterimpact"
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g2MarkShader "gfx/effects/scorch"
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g2MarkSize 64
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//loopSound
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speed 25000
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//damage 500
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//splashDamage 160
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damage 500
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splashDamage 160
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splashRadius 200
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ammoPerShot 1
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lifetime 2000
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}
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