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;These will control what can shoot what for the last durn time. Defaults are 0's
;This has no impact on anti/not anti air weapons. Those already work.
;NavalTargeting
; UNDERWATER_NEVER = 0, Can't shoot at all at underwater
; UNDERWATER_SECONDARY = 1, Use Second weapon against underwater
; UNDERWATER_ONLY = 2, Can only shoot underwater
; ORGANIC_SECONDARY = 3, Use second Weapon on organic
; SEAL_SPECIAL = 4, Primary on Amphibious and organic,
Second on Naval and underwater-not-organic
; NAVAL_ALL = 5, Go ahead and shoot everything
with Primary
; NAVAL_NONE = 6, Don't even shoot into the water
; NAVAL_PRIMARY = 7 Able to shoot ground target with
secondary weapon, but Naval is the primary target
;LandTargeting
; LAND_OKAY = 0, Land is okay
; LAND_NOT_OKAY = 1, Land is OK
; LAND_SECONDARY = 2 Can shoot land, but only with
secondary weapon
UnitsGainSelfHeal=1
InfantryGainSelfHeal=1
ProduceCashStartup=1000 ; credits when captured from the Neutral house
ProduceCashAmount=20 ; Amount every Delay
ProduceCashDelay=100
ReverseEngineersVictims=
Grinding=yes
SecretLab.PossibleBoons=YAWEAP,GAWEAP,NAWEAP,GADEPT,NADEPT,YAGRND
Primary=AGGattling
Secondary=AAGattling
;Do I have a gattling gun or not
IsGattling=yes
;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6
Weapon1=AGGattling
EliteWeapon1=AGGattlingE
Weapon2=AAGattling
EliteWeapon2=AAGattlingE
Weapon3=AGGattling2
EliteWeapon3=AGGattling2E
Weapon4=AAGattling2
EliteWeapon4=AAGattling2E
Weapon5=AGGattling3
EliteWeapon5=AGGattling3E
Weapon6=AAGattling3
EliteWeapon6=AAGattling3E
;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=200
Stage2=400
;This last stage is used to determine what the maximum fireing timer can be. Once
it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=600
EliteStage1=100
EliteStage2=200
EliteStage3=300
;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=50
ElitePrimary=AGGattlingE;90mmE
EliteSecondary=AAGattlingE;90mmE
SNIPE,TNKD,YURI