Weapon.INI;-
SecondaryDamage= same as, for secondary weapons
SecondaryDamageRadius= same as, for secondary weapons
MinimumAttackRange= a la RA2's MinimumRange=
RequestAssistRange= at what range is targetting assistance called
AcceptableAimDelta= fudge to fine tune longer range (ballistic) projectile
ScatterRange= as above but for generic targets
ScatterTargetScalar= a bit like your CellSpread= radius from RA2
DeathType= which death type to inflict on Infantry (enables specific one to be used, bit like InfDeath= from RA2's warheads)
WeaponSpeed= firing speed of projectile weapons (enables sparation from those peojectile objects that have their own speed like tank shells)
MinWeaponSpeed= as it says
ScaleWeaponSpeed= variable to fluctuate speed of travel
WeaponRecoil= amount by which the 'barrel' recoils
ProjectileObject= object (image) for the projectile
FireSound= sound from SoundEffects.INI
FireSoundLoopTime= if the sound loops, how long for?
FireFX= special effect for firing from FXList.INI
ProjectileDetonationFX= again from FXList.INI
FireOCL= particle/object to create when fired from ObjectCreationList.INI
ProjectileDetonationOCL= again from ObjectCreationList.INI
ProjectileExhaust= the Trailer= from RA2, from ParticleSystem.INI
VeterancyFireFX=
VeterancyFireOCL=
VeterancyProjectileDetonationOCL=
VeterancyProjectileExhaust=
ContinuousFireOne=
ContinuousFireTwo=
ContinuousFireCoast=
ClipReloadTime=
DelayBetweenShots=
ShotsPerBarrel=
DamageDealtAtSelfPostion=
RadiusDamageAffects= (ag ALLIES, NEUTRALS etc)
ProjectileCollidesWith=
AntiAirborneVehicle=
AntiGround=
AntiProjectile=
AntiSmallMissile=
AntiMine=
AntiAirborneInfantry=
AntiBallisticMissile=
AutoReloadsClip=
ProjectileStreamName=
LaserName=
HistoricBonusTime=
HistoricBonusRadius=
HistoricBonusCount=
HistoricBonusWeapon=
LeechRangeWeapon=
ScatterTarget=
CapableOfFollowingWaypoints= (like the Tomahawks missiles upgrade)
ShowsAmmoPips=
PreAttackDelay=
PreAttackType=
ContinuousAttackRange=
Min=
Max=
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