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发表于 2012-4-21 20:42:19
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Weapon GattlingTankGun
PrimaryDamage = 15.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 150.0
DamageType = Gattling
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_GattlingTankMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers
FireSound = GattlingTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 400 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ContinuousFireOne = 2 ; How many shots at the same target constitute "Continuous Fire"
ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two"
ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire
WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10)
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
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