//datProjectile.cs // some notes on bullets // bullets are non-tracking, non-animating projectiles that are affected by gravity. They never face the camera //Modify Velocity & Range only in summary sheet //modify damage only in summary sheet // Abbr Id Veloc Range Pseudo Mass Glow Range Glow Color (R) (G) (B) Damage Blast Concussion % Elec % Therm % Spec % Passthru Shield Passthru Armor Effect v. Shield Effect v. Armor Shape Transparent Shape ImpactId Shield ImpactId TerrainImpactId newBullet( ATC, 16 , 500 , 650 , 10 , 0 , 0 , 0 , 0 , 150 , 0 , 1.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.50 , 1.00 , "pr_atc.dts", "pr_atcT.dts", IDDTS_IMP_BULLET, IDDTS_SHIELD_EXP, none ); newBullet( HATC, 17 , 350 , 500 , 20 , 0 , 0 , 0 , 0 , 225 , 0 , 1.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.50 , 1.00 , "pr_hatc.dts", "pr_hatcT.dts", IDDTS_IMP_BULLET, IDDTS_SHIELD_EXP, none ); #EMC is now an energy weapon newBullet( BC, 19 , 350 , 1050 , 200 , 0 , 0 , 0 , 0 , 300 , 10 , 0.60 , 0.20 , 0.20 , 0.00 , 0.00 , 0.00 , 0.30 , 1.00 , "pr_bc.dts", "pr_bcT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); newBullet( HBC, 20 , 300 , 900 , 400 , 0 , 0 , 0 , 0 , 400 , 10 , 0.60 , 0.20 , 0.20 , 0.00 , 0.00 , 0.00 , 0.30 , 1.00 , "pr_hbc.dts", "pr_hbcT.dts", IDDTS_IMP_L, IDDTS_SHIELD_LSR ); #railgun is now an energy weapon newBullet( NIKE, 40 , 300 , 5000 , 500 , 0 , 0 , 0 , 0 , 750 , 12 , 0.50 , 0.50 , 0.00 , 0.00 , 0.50 , 0.00 , 0.85 , 1.00 , "pr_hbc.dts", "pr_hbcT.dts", IDDTS_IMP_L, IDDTS_IMP_L ); newBullet( ART, 60 , 200 , 5000 , 2000 , 0 , 0 , 0 , 0 , 750 , 12 , 0.50 , 0.50 , 0.00 , 0.00 , 0.50 , 0.00 , 1.00 , 1.00 , "pr_hbc.dts", "pr_hbcT.dts", IDDTS_IMP_L, IDDTS_SHIELD_SSR ); // some notes on missiles // missiles are tracking, animating projectiles that are essentially unaffected by gravity. They never face the camera //Modify Range only in summary sheet //modify damage only in summary sheet // Abbr Id StartVel TermVel Accel Range Min Range Pseudo Mass GlowRng Glow Color (R) (G) (B) Damage Blast R Concussion % Elec % Therm% Spec % Passthru Shield Passthru Armor Effect v. Shield Effect v. Armor Track Type Turn Rate 1 Rate1 Timeout Turn Rate2 Cruising Cruise Hug Terrain Cruise Envelope Burn Fuel While Unarmed Explode on Miss Shape Transparent Shape Impaact Id Shield ImpactId newMissile( VIP, 24 , 25 , 300 , 50 , 800 , 50 , 300 , 5 , 253 , 201 , 160 , 400 , 6 , 0.75 , 0.00 , 0.25 , 0.00 , 0.00 , 0.00 , 0.40 , 1.00 , H, 0.90 , 0.70 , 0.45 , F, F, 0.00 , T, F, "pr_vip.dts", "pr_vipT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); newMissile( SPR, 25 , 25 , 400 , 50 , 1000 , 20 , 250 , 5 , 253 , 201 , 160 , 450 , 6 , 0.75 , 0.00 , 0.25 , 0.00 , 0.00 , 0.00 , 0.30 , 1.00 , R, 0.95 , 0.70 , 0.45 , F, F, 0.00 , T, F, "pr_spr.dts", "pr_sprT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); newMissile( SWRM, 26 , 50 , 450 , 50 , 800 , 35 , 450 , 5 , 253 , 201 , 160 , 550 , 6 , 0.75 , 0.00 , 0.25 , 0.00 , 0.00 , 0.00 , 0.40 , 1.00 , R, 0.90 , 0.70 , 0.45 , F, F, 0.00 , T, T, "pr_swrm.dts", "pr_swrmT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); newMissile( MIN, 27 , 50 , 400 , 50 , 1200 , 25 , 350 , 5 , 253 , 201 , 160 , 450 , 8 , 0.75 , 0.00 , 0.25 , 0.00 , 0.00 , 0.00 , 0.50 , 1.00 , R, 1.00 , 0.70 , 0.45 , F, F, 0.00 , T, T, "pr_min.dts", "pr_minT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); newMissile( SHRK, 28 , 50 , 500 , 50 , 750 , 40 , 400 , 5 , 253 , 201 , 160 , 550 , 8 , 0.75 , 0.00 , 0.25 , 0.00 , 0.00 , 0.00 , 0.30 , 1.00 , H, 2.00 , 0.70 , 0.45 , F, F, 0.00 , T, T, "pr_shrk.dts", "pr_shrkT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); newMissile( AML, 41 , 25 , 500 , 50 , 5000 , 100 , 250 , 5 , 253 , 201 , 160 , 750 , 12 , 0.75 , 0.00 , 0.25 , 0.00 , 0.50 , 0.00 , 0.85 , 1.00 , R, 0.90 , 1.00 , 0.45 , T, F, 200.00 , T, F, "pr_misl1.dts", "pr_misl1t.dts", IDDTS_IMP_L, IDDTS_IMP_L ); newMissile( APHID, 47 , 35 , 400 , 50 , 3000 , 25 , 100 , 5 , 253 , 201 , 160 , 450 , 8 , 0.75 , 0.00 , 0.25 , 0.00 , 0.00 , 0.00 , 0.10 , 1.00 , R, 1.00 , 1.00 , 3.00 , F, F, 0.00 , F, T, "pr_min.dts", "pr_minT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); //newMissile( SGUN, 50 , 200 , 200 , 0 , 700 , 30 , 50 , 5 , 253 , 201 , 160 , 100 , 0 , 0.75 , 0.25 , 0.00 , 0.00 , 0.40 , 0.00 , 1.00 , 1.00 , R, 3.00 , 0.00 , 3.00 , T, T, 50.00 , F, F, "pr_hbc.dts", "pr_hbcT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); newMissile( FLARE, 46 , 35 , 400 , 50 , 750 , 25 , 100 , 150 , 248, 217 , 122 , 0 , 0 , 0.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.00 , R, 1.00 , 1.00 , 3.00 , F, F, 0.00 , F, T, "pr_min.dts", "pr_minT.dts", IDDTS_IMP_M, IDDTS_SHIELD_SSR ); // some notes on energy // energy are non-tracking, animating projectiles that are not affected by gravity. They may face the camera //Modify Velocity & Range only in summary sheet //modify damage only in summary sheet // Abbr Id Veloc Range Pseudo Mass Glow Range Glow Color (R) (G) (B) Damage Blast Radius Concussion % Elec % Therm % Spec % Passthru Shield Passthru Armor Effect v. Shield Effect v. Armor Face Camera Shape Transparent Shape ImpactId Shield ImpactId TerrainImpactId NewEnergy( EMP, 5 , 700 , 1000 , 50 , 5 , 100 , 100 , 255 , 125 , 1 , 0.00 , 1.00 , 0.00 , 0.00 , 0.00 , 0.00 , 5.00 , 0.50 , F, "pr_emp.dts", "pr_empT.dts", IDDTS_IMP_S, IDDTS_SHIELD_ELC ); NewEnergy( BLAS, 7 , 500 , 1200 , 75 , 5 , 100 , 255 , 100 , 400 , 0.25 , 0.00 , 1.00 , 0.00 , 0.00 , 0.20 , 0.00 , 1.00 , 0.90 , T, "pr_blas.dts", "pr_blasT.dts", IDDTS_IMP_S, IDDTS_SHIELD_EXP ); NewEnergy( HBLA, 8 , 425 , 1000 , 100 , 5 , 100 , 255 , 100 , 535 , 0.25 , 0.00 , 1.00 , 0.00 , 0.00 , 0.20 , 0.00 , 1.00 , 0.90 , F, "pr_hbla.dts", "pr_hblaT.dts", IDDTS_IMP_S, IDDTS_SHIELD_EXP ); NewEnergy( BLNK, 11 , 700 , 1000 , 0 , 5 , 100 , 255 , 100 , 180 , 0 , 0.00 , 1.00 , 0.00 , 0.00 , 1.00 , 0.20 , 0.00 , 1.00 , F, "pr_blnk.dts", "pr_blnkT.dts", IDDTS_IMP_S, IDDTS_IMP_S ); NewEnergy( MFAC, 13 , 300 , 1000 , 300 , 5 , 25 , 100 , 255 , 1000 , 0.5 , 0.40 , 0.40 , 0.20 , 0.00 , 0.00 , 0.00 , 1.00 , 1.00 , T, "pr_mfac.dts", "pr_mfacT.dts", IDDTS_IMP_M, IDDTS_SHIELD_LSR ); NewEnergy( NANO, 14 , 370 , 400 , 10 , 5 , 100 , 255 , 100 , 350 , 1 , 0.00 , 0.00 , 0.00 , 1.00 , 0.00 , 0.35 , 0.10 , 1.00 , T, "pr_nano.dts", "pr_nanoT.dts", IDDTS_IMP_SP, IDDTS_IMP_SP, none ); NewEnergy( DIS, 43 , 600 , 750 , 0 , 5 , 50 , 150 , 255 , 250 , 0 , 0.00 , 0.50 , 0.00 , 0.50 , 0.20 , 0.00 , 2.00 , 1.00 , T, "pr_dis.dts", "pr_disT.dts", IDDTS_SHIELD_ELC, IDDTS_SHIELD_ELC, none ); NewEnergy( RAIL, 21 , 1000 , 1000 , 350 , 5 , 100 , 100 , 255 , 375 , 0.5 , 0.90 , 0.10 , 0.00 , 0.00 , 0.00 , 0.00 , 0.80 , 1.00 , F, "pr_rail.dts", "pr_railT.dts", IDDTS_IMP_M, IDDTS_SHIELD_EXP ); NewEnergy( EMC, 18 , 400 , 600 , 30 , 0 , 0 , 0 , 0 , 175 , 0 , 1.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.00 , 0.75 , 1.00 , F, "pr_emc.dts", "pr_emcT.dts", IDDTS_IMP_BULLET, IDDTS_SHIELD_EXP, none ); // some notes on beams // beams are potentially tracking, non-animating projectiles that are not affected by gravity. They may face the camera -- if not, will face the firing vehicle's up vector // useful for mocking up energy // beams, at present, can't glow //modify damage only in summary sheet //Modify Range only in summary sheet //Modify Velocity only in summary sheet // Modify S,T,U,V rows only in Summary Sheet // Abbr Id Range Beam Length Seg Length Target Track Turn Jitter Velocity Psuedo Mass Damage Var% Blast Concussion % Elec % Therm % Spec % Passthru Shield Passthru Armor Effect v. Shield Effect v. Armor Face Camera Near Width Far Width Bitmap Trans Bitmap Glow Color (R) (G) (B) Alpha Impact ID Shield Impact Id Terrain Impact ID NewBeam( LAS, 1 , 750 , 750 , 750 , F, 1.00 , 0.00 , 2000 , 0 , 175 , 20 , 0 , 0.00 , 0.00 , 1.00 , 0.00 , 0.00 , 0.00 , 1.00 , 0.65 , T, 0.15 , 0.00 , "@fx_las.bmp", "fx_las.bmp", 255.00 , 0.00 , 0.00 , 0.5 , IDDTS_IMP_TN, IDDTS_SHIELD_ENG ); NewBeam( HLAS, 2 , 900 , 900 , 900 , F, 1.00 , 0.00 , 2000 , 0 , 300 , 20 , 0 , 0.00 , 0.00 , 1.00 , 0.00 , 0.00 , 0.00 , 1.00 , 0.65 , T, 0.25 , 0.00 , "@fx_hlas.bmp", "fx_hlas.bmp", 255.00 , 128.00 , 0.00 , 0.5 , IDDTS_IMP_TN, IDDTS_SHIELD_ENG ); NewBeam( CLAS, 3 , 950 , 200 , 950 , F, 1.00 , 0.00 , 2000 , 0 , 125 , 25 , 0 , 0.00 , 0.00 , 1.00 , 0.00 , 0.00 , 0.00 , 1.00 , 0.75 , T, 0.15 , 0.00 , "@fx_clas.bmp", "fx_clas.bmp", 128.00 , 255.00 , 0.00 , 0.5 , IDDTS_IMP_TN, IDDTS_SHIELD_ENG ); NewBeam( TLAS, 4 , 900 , 350 , 900 , F, 1.00 , 0.00 , 2000 , 0 , 150 , 25 , 0 , 0.00 , 0.00 , 1.00 , 0.00 , 0.00 , 0.00 , 1.00 , 0.65 , T, 0.25 , 0.00 , "@fx_tlas.bmp", "fx_tlas.bmp", 255.00 , 0.00 , 0.00 , 0.5 , IDDTS_IMP_TN, IDDTS_SHIELD_ENG ); NewBeam( ELF, 6 , 150 , 75 , 5 , F, 0.00 , 0.20 , 200 , 0 , 700 , 0 , 2 , 0.00 , 1.00 , 0.00 , 0.00 , 0.25 , 0.00 , 1.00 , 1.00 , T, 0.35 , 0.35 , "@fx_elf.bmp", "fx_elf.bmp", 255.00 , 255.00 , 230.00 , 1.0 , IDDTS_IMP_S, IDDTS_SHIELD_ELC ); NewBeam( PBW, 9 , 1000 , 400 , 1000 , F, 1.00 , 0.00 , 1000 , 0 , 600 , 50 , 0 , 0.00 , 0.50 , 0.50 , 0.00 , 0.00 , 0.00 , 1.00 , 0.90 , T, 0.25 , 0.50 , "@fx_pbw.bmp", "fx_pbw.bmp", 0.00 , 0.00 , 255.00 , 0.5 , IDDTS_IMP_S, IDDTS_SHIELD_ENG ); NewBeam( PLAS, 10 , 500 , 25 , 25 , T, 0.99 , 0.00 , 250 , 250 , 400 , 0 , 2 , 0.00 , 0.60 , 0.40 , 0.00 , 0.10 , 0.00 , 1.00 , 1.00 , T, 0.50 , 0.50 , "@fx_plas.bmp", "fx_plas.bmp", 0.00 , 128.00 , 255.00 , 0.5 , IDDTS_IMP_S, IDDTS_SHIELD_SSR ); NewBeam( QGUN, 12 , 800 , 100 , 800 , F, 1.00 , 0.00 , 400 , 300 , 800 , 0 , 0.5 , 0.00 , 1.00 , 0.00 , 0.00 , 0.15 , 0.00 , 1.00 , 1.00 , T, 0.00 , 25.00 , "@fx_qgun.bmp", "fx_qgun.bmp", 128.00 , 0.00 , 255.00 , 0.5 , IDDTS_IMP_M, IDDTS_IMP_M, none ); NewBeam( NCAN, 15 , 350 , 50 , 10 , F, 0.00 , 0.05 , 370 , 10 , 500 , 0 , 0.5 , 0.00 , 0.00 , 0.00 , 1.00 , 0.00 , 0.30 , 0.08 , 1.00 , T, 0.15 , 0.45 , "@fx_ncan.bmp", "fx_ncan.bmp", 255.00 , 255.00 , 255.00 , 0.8 , IDDTS_IMP_SP, IDDTS_IMP_SP, none ); NewBeam( RAD, 42 , 250 , 150 , 250 , F, 1.00 , 0.00 , 400 , 0 , 200 , 0 , 0 , 0.00 , 0.00 , 0.25 , 0.75 , 0.50 , 0.35 , 1.00 , 1.00 , T, 0.25 , 0.50 , "@fx_rad.bmp", "fx_rad.bmp", 255.00 , 255.00 , 255.00 , 0.8 , IDDTS_IMP_SP, IDDTS_IMP_SP, none ); NewBeam( EHUL, 44 , 0 , 0 , 0 , F, 1.00 , 0.00 , 0 , 100 , 250 , 0 , 0 , 0.50 , 0.50 , 0.00 , 0.00 , 0.00 , 0.00 , 1.00 , 1.00 , T, 0.00 , 0.00 , none, none, 0.00 , 0.00 , 0.00 , 0.0 , IDDTS_SHIELD_ELC, IDDTS_SHIELD_ELC, none ); NewBeam( PROB, 45 , 250 , 10 , 250 , F, 1.00 , 0.00 , 2 , 0 , 500 , 0 , 250 , 1.00 , 0.00 , 0.00 , 0.00 , 1.00 , 0.00 , 1.00 , 1.00 , F, 0.10 , 50.00 , none, none, 0.00 , 0.00 , 0.00 , 0.8 , IDDTS_SHOCK_S, IDDTS_SHOCK_S, none ); NewBeam( SGUN, 50 , 500 , 3 , 5 , T, 0.99 , 0.08 , 200 , 250 , 200 , 0 , 0 , 0.85 , 0.15 , 0.00 , 0.00 , 0.00 , 0.00 , 1.00 , 1.00 , T, 0.10 , 0.10 , "@fx_ncan.bmp", "fx_ncan.bmp", 255.00 , 255.00 , 255.00 , 0.8 , IDDTS_SHIELD_ELC, IDDTS_SHIELD_ENG ); // some notes on mines // mines are potentially tracking and accelerating, animating projectiles that are affected by gravity. Their velocity is zeroed when they hit the ground // Abbr Id StartVel TermVel Accel Duration Arming Delay Pseudo Mass Proximity Damage Blast R Concussion % Elec % Therm% Spec % Passthru Shield Passthru Armor Effect v. Shield Effect v. Armor Turn Rate Cruise Envelope Shape Transparent Shape Impaact Id Shield ImpactId newMine( ARAC, 31 , 50 , 50 , 10 , 30 , 0 , 100 , 0 , 250 , 5 , 0.75 , 0.00 , 0.25 , 0.00 , 0.40 , 0.00 , 1.00 , 1.00 , 2.00 , 10.00 , "pr_ara.dts", "pr_ara.dts", IDDTS_IMP_M, IDDTS_IMP_M ); newMine( PROX, 32 , 50 , 50 , 0 , 30 , 3 , 100 , 10 , 350 , 15 , 0.75 , 0.00 , 0.25 , 0.00 , 0.40 , 0.00 , 1.00 , 1.00 , 0.00 , 0.00 , "pr_prx.dts", "pr_prx.dts", IDDTS_IMP_M, IDDTS_IMP_M ); // some notes on bombs // bombs are potentially tracking, non-accelerating, animating projectiles. They are launched with zero velocity and accelerate only due to gravity // Abbr Id TermVel Pseudo Mass Damage Blast R Concussion % Elec % Therm% Spec % Passthru Shield Passthru Armor Effect v. Shield Effect v. Armor Turn Rate Shape Transparent Shape Impaact Id Shield ImpactId newBomb( LGB, 22 , 500 , 300 , 600 , 10 , 0.50 , 0.00 , 0.50 , 0.00 , 0.00 , 0.00 , 0.50 , 1.00 , 0.25 , "pr_vip.dts", "pr_vipT.dts", IDDTS_EXP_L, IDDTS_EXP_L ); newBomb( HAD, 23 , 500 , 300 , 500 , 15 , 0.30 , 0.20 , 0.50 , 0.00 , 0.00 , 0.00 , 0.50 , 1.00 , 0.00 , "pr_vip.dts", "pr_vipT.dts", IDDTS_FBALL_M, IDDTS_FBALL_M );