;//////////////////////////////////////////////////////////////////////////////
;FILE: Weapon.ini (SYSTEM) ////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////

; Please keep all weapons belonging to the same unit grouped together, instead
; of grouping all Elite weapons together.

;------------------------------------------------------------------------------
; firing this weapon just creates a Firestorm object.
Weapon FirestormSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = OCL_FirestormSmall
End

;------------------------------------------------------------------------------
; firing this weapon just creates a Firestorm object.
Weapon BlackNapalmFirestormSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = OCL_BlackNapalmFirestormSmall
End

Weapon WhiteNapalmFirestormSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = OCL_WhiteNapalmFirestormSmall
End

;------------------------------------------------------------------------------
; these are the new, "shell-based" projectile tank weapons.
;------------------------------------------------------------------------------

;------------------------------------------------------------------------------
Weapon MarauderTankGun
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 300                           ; dist/sec 
  WeaponRecoil = 10                            
  ProjectileObject = MarauderTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = MarauderTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 

End

;------------------------------------------------------------------------------
Weapon MarauderTankGunUpgradeOne
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 5.0
  AttackRange = 150.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 400                           ; dist/sec 
  WeaponRecoil = 10                            ; angle to deflect the model when firing
  ProjectileObject = MarauderTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = MarauderTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1500        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon MarauderTankGunUpgradeTwo
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 500                           ; dist/sec 
  WeaponRecoil = 10                            ; angle to deflect the model when firing
  ProjectileObject = MarauderTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = MarauderTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 750           ; time between shots, msec
  ClipSize = 2                      ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 100              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon ScorpionTankGun
  PrimaryDamage = 20.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 400                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = ScorpionTankShell
  FireFX = WeaponFX_GenericTankGunNoTracerSmall
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, 
  ;because the art for the Toxin shell version incorporates the normal explosion.
;  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = ScorpionTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec


  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon ScorpionMissileWeapon
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 5.0      
  SecondaryDamage = 80.0          
  SecondaryDamageRadius = 25.0    
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinimumAttackRange = 40.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = ScorpionMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = ScorpionMissileWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 15000  ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End
;------------------------------------------------------------------------------
Weapon Black_ScorpionMissileWeapon
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 5.0      
  SecondaryDamage = 80.0          
  SecondaryDamageRadius = 25.0    
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinimumAttackRange = 40.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = ScorpionMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = ScorpionMissileWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 15000  ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 150% ; AP weapon upgrade
End
;------------------------------------------------------------------------------
Weapon ScorpionTankGunPlusOne
  PrimaryDamage = 25.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 400                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = ScorpionTankShell
  FireFX = WeaponFX_GenericTankGunNoTracerSmall
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, 
  ;because the art for the Toxin shell version incorporates the normal explosion.
;  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = ScorpionTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec


  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon ScorpionMissileWeaponPlusTwo
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 5.0      
  SecondaryDamage = 80.0          
  SecondaryDamageRadius = 25.0    
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinimumAttackRange = 40.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = ScorpionMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = ScorpionMissileWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200  ; time between shots, msec
  ClipSize = 2            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 15000  ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
Weapon ScorpionTankGunFXWeapon
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 0.0
  AttackRange = 125.0
  FireFX = WeaponFX_GenericTankShellDetonation
End

;------------------------------------------------------------------------------
Weapon OverlordTankGun
  PrimaryDamage = 80 ;100.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage = 20.0
  SecondaryDamageRadius = 10.0
  AttackRange = 175.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 300                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = OverlordTankShell
  FireFX            = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX   = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = OverlordTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 300              ; time between shots, msec
  ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
  ClipSize = 2                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon StrategyCenterGun
  PrimaryDamage         = 200.0            
  PrimaryDamageRadius   = 25.0      
  ScatterRadius         = 15.0
  ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 400.0
  MinimumAttackRange = 100.0
  MinTargetPitch = 45                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 80                          ; ditto
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 150                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = StrategyCenterArtilleryShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX = FX_StrategyCenterBarrage
  FireSound = StrategyCenter_ArtilleryRound
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 7000              ; time between shots, msec
  ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon BattleMasterTankGun
  PrimaryDamage           = 60.0
  PrimaryDamageRadius     = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 150.0
  MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch          = 15                          ; ditto
  DamageType              = ARMOR_PIERCING
  DeathType               = NORMAL
  WeaponSpeed             = 400                           ; dist/sec 
  WeaponRecoil            = 5                            ; angle to deflect the model when firing
  ProjectileObject        = BattleMasterTankShell
  FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
  FireSound               = BattlemasterTankWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 2000               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
  WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES WALLS 
End
;------------------------------------------------------------------------------
Weapon BattleMasterFlameGun
  PrimaryDamage           = 60.0
  PrimaryDamageRadius     = 10.0
  ScatterRadiusVsInfantry = 10.0
  AttackRange             = 150.0
  MinTargetPitch          = -15
  MaxTargetPitch          = 15
  DamageType              = FLAME
  DeathType               = BURNED
  WeaponSpeed             = 400
  WeaponRecoil            = 5
  ProjectileObject        = BattleMasterTankShellFire
  FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  ProjectileDetonationFX  = WeaponFX_NapalmMissileDetonation
  ProjectileExhaust       = InfernoTrail
  FireSound               = BattlemasterTankWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 2000
  ClipSize                = 0
  ClipReloadTime          = 0
  WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; WhiteNapalm
  ProjectileCollidesWith  = STRUCTURES WALLS
  HistoricBonusTime = 2000
  HistoricBonusCount = 6
  HistoricBonusRadius = 20
  HistoricBonusWeapon = FirestormSmallCreationWeapon
End

;------------------------------------------------------------------------------
Weapon CrusaderTankGun
  PrimaryDamage           = 60.0
  PrimaryDamageRadius     = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 150.0
  MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch          = 15                          ; ditto
  DamageType              = ARMOR_PIERCING
  DeathType               = NORMAL
  WeaponSpeed             = 400                           ; dist/sec 
  WeaponRecoil            = 5                            ; angle to deflect the model when firing
  ProjectileObject        = GenericTankShell
  FireFX                  = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
  FireSound               = CrusaderTankWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 2000               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
  ProjectileCollidesWith  = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon PaladinTankGun
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 300                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = GenericTankShell
  FireFX           = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX  = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = PaladinTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon PaladinPointDefenseLaser
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 65.0 
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 1000         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  AcceptableAimDelta  = 180          ; Don't need to turn at all.
  AntiSmallMissile    = Yes
  AntiProjectile      = No
  LaserName           = PointDefenseLaserBeam
  LaserBoneName       = LASER
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End


;------------------------------------------------------------------------------
Weapon AvengerPointDefenseLaserOne
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 100.0 
  DamageType          = LASER
  DeathType           = LASERED

  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 500         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  AcceptableAimDelta  = 180          ; Don't need to turn at all.
  AntiSmallMissile    = Yes
  AntiProjectile      = Yes
  LaserName           = AvengerPointDefenseLaserBeam
  LaserBoneName       = LazerSpot01
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End

;------------------------------------------------------------------------------
Weapon AvengerPointDefenseLaserTwo
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 100.0 
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 500         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  AcceptableAimDelta  = 180          ; Don't need to turn at all.
  AntiSmallMissile    = Yes
  AntiProjectile      = Yes
  LaserName           = AvengerPointDefenseLaserBeam
  LaserBoneName       = LazerSpot02
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End

;------------------------------------------------------------------------------
Weapon AvengerAirLaserOne 
  PrimaryDamage         = 10.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 300.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ;WeaponSpeed           = 10.0          ; dist/sec (huge value == effectively instant)
  LaserName             = AvengerLaserBeam
  LaserBoneName         = TurretFX01
;  FireFX                = WeaponFX_PaladinPointDefenseLaser
;  VeterancyFireFX       = HEROIC WeaponFX_PaladinPointDefenseLaser
  FireSound             = AvengerAirLaserWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 200               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = No
  AntiGround = No
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon AvengerAirLaserTwo
  PrimaryDamage         = 10.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 300.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ;WeaponSpeed           = 10.0          ; dist/sec (huge value == effectively instant)
  LaserName             = AvengerLaserBeam
  LaserBoneName         = TurretFX02
;  FireFX                = WeaponFX_PaladinPointDefenseLaser
;  VeterancyFireFX       = HEROIC WeaponFX_PaladinPointDefenseLaser
  FireSound             = AvengerAirLaserWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 200               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = No
  AntiGround = No
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon AvengerTargetDesignator
  PrimaryDamage       = 200.0       ; How long (msec) we put the status on the target (should equal or exceed DelayBetweenShots)
  PrimaryDamageRadius = 0.0
  AttackRange         = 200.0 
  DamageType          = STATUS      ; We put an Object Status on the target
  DamageStatusType    = FAERIE_FIRE ; And here is what
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 200         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  LaserName           = AvengerTargetingLaserBeam
  LaserBoneName       = TurretFX03
  FireFX              = WeaponFX_AvengerTargetDesignator
  FireSound           = AvengerPaintWeaponLoop
  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
End


;------------------------------------------------------------------------------
Weapon TechnicalCannonWeapon
  PrimaryDamage             = 45.0
  PrimaryDamageRadius       = 25.0
  ScatterRadiusVsInfantry   = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange               = 150.0
  MinTargetPitch            = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch            = 15                          ; ditto
  DamageType                = COMANCHE_VULCAN  
  DeathType                 = EXPLODED
  WeaponSpeed               = 300                          ; dist/sec 
  WeaponRecoil              = 5                            ; angle to deflect the model when firing
  ProjectileObject          = GenericTankShell
  FireFX                    = WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX    = WeaponFX_GenericTankShellDetonation
  FireSound                 = ScorpionTankWeapon
  RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots         = 1000                     ; time between shots, msec
  ClipSize                  = 0                                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime            = 0                          ; how long to reload a Clip, msec
  WeaponBonus               = PLAYER_UPGRADE DAMAGE 125%    ; APBullets
  ProjectileCollidesWith    = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
; end new "shell based" tank weapons
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------

;------------------------------------------------------------------------------
Weapon CrusaderMachineGun
  PrimaryDamage = 10.0
  PrimaryDamageRadius = 25.0
  AttackRange = 150.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 600         ; dist/sec 
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericTankGun
  FireSound = GenericMachineGunFire
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;-------------------------------------------------------------------------------
Weapon TunnelNetworkGun
  PrimaryDamage = 10.0
  PrimaryDamageRadius = 0.0
  AttackRange = 175.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 600         ; dist/sec 
  ProjectileObject = NONE
  FireFX = WeaponFX_TechnicalGunFire
  FireSound =   HumveeWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 250         ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;-------------------------------------------------------------------------------
Weapon TunnelNetworkGunDUMMY
  PrimaryDamage = 0.01
  PrimaryDamageRadius = 0.0
  AttackRange = 175.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 99999         ; dist/sec 
  ProjectileObject = NONE
  DelayBetweenShots = 1000         ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon SentryDroneGun
  PrimaryDamage = 8.0
  PrimaryDamageRadius = 0.0
  AttackRange = 150.0
  DamageType = COMANCHE_VULCAN  
  DeathType = NORMAL
  WeaponSpeed = 600         ; dist/sec 
  ProjectileObject = NONE
  FireFX = WeaponFX_SentryDroneGunFire
  VeterancyFireFX  = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound = SentryDroneWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200         ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End


;------------------------------------------------------------------------------
Weapon HumveeGun 
  PrimaryDamage = 10.0  ; 8.0 
  PrimaryDamageRadius = 0.0
  AttackRange = 150.0
  DamageType = COMANCHE_VULCAN  
  DeathType = NORMAL
  WeaponSpeed = 600         ; dist/sec 
  ProjectileObject = NONE
  FireFX = WeaponFX_TechnicalGunFire
  VeterancyFireFX  = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound = HumveeWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200         ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon HumveeMissileWeapon
  PrimaryDamage = 30.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject = HumveeMissile
  ProjectileExhaust = TowMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
  ClipReloadTime = 2000     how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireSound = HumveeWeaponTOW
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon HumveeMissileWeaponAir
  PrimaryDamage = 50.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 320.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject            = PatriotMissile
  ProjectileExhaust = MissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireSound = HumveeWeaponTOW
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  AntiGround = No

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon HellfireMissileWeapon
  PrimaryDamage = 40.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject = MissileDefenderMissile
  ProjectileExhaust = MissileDefenderMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireSound = MissileDefenderWeapon
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround = Yes
  AcceptableAimDelta    = 180.0
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon HellfireMissileWeaponX2
  PrimaryDamage = 20.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0
  AttackRange = 200.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 600
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject = MissileDefenderMissile
  ProjectileExhaust = MissileDefenderMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 10
  ClipSize = 2
  ClipReloadTime = 4000
  AutoReloadsClip = Yes
  FireSound = MissileDefenderWeapon
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround = Yes
  AcceptableAimDelta    = 180.0
  ProjectileCollidesWith = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon RangerAdvancedCombatRifle
  PrimaryDamage           = 5.0
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 100.0
  DamageType              = SMALL_ARMS
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_GenericMachineGunFire
  VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound               = RangerWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 100              ; time between shots, msec
  ClipSize                = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 700              ; how long to reload a Clip, msec
  WeaponBonus             = DRONE_SPOTTING RATE_OF_FIRE 200%
  WeaponBonus             = DRONE_SPOTTING RANGE        200%
  WeaponBonus             = DRONE_SPOTTING DAMAGE       200%
End
;------------------------------------------------------------------------------
Weapon CINE_RangerAdvancedCombatRifle
  PrimaryDamage           = 5.0
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 999999.0
  DamageType              = SMALL_ARMS
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_GenericMachineGunFire
  VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound               = RangerWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 100              ; time between shots, msec
  ClipSize                = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 700              ; how long to reload a Clip, msec
  WeaponBonus             = DRONE_SPOTTING RATE_OF_FIRE 200%
  WeaponBonus             = DRONE_SPOTTING RANGE        200% 
  WeaponBonus             = DRONE_SPOTTING DAMAGE       200% 
End

;------------------------------------------------------------------------------
Weapon MissileDefenderMissileWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0     
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  DamageType                  = INFANTRY_MISSILE
  DeathType                   = NORMAL
  WeaponSpeed                 = 600               
  ProjectileObject            = MissileDefenderMissile
  ProjectileExhaust           = MissileDefenderMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileDefenderMissileExhaust
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  FireFX                      = FX_BuggyMissileIgnition
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = MissileDefenderWeapon
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125%
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  ProjectileCollidesWith      = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon MissileDefenderLaserGuidedMissileWeapon
  PrimaryDamage = 40.0            
  PrimaryDamageRadius = 5.0       
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 300.0     ;Extending this range, allows the special ability to work better.
  DamageType = ARMOR_PIERCING     
  DeathType = NORMAL
  WeaponSpeed = 600               
  ProjectileObject = MissileDefenderMissile
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ScatterRadius = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots = 500 ; time between shots, msec
  ClipSize = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireSound = MissileDefenderWeapon
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon GLAJarmenKellRifle
  PrimaryDamage = 180.0
  PrimaryDamageRadius = 0.0
  AttackRange = 225.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericMachineGunFire
  FireSound = JarmenKellWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
;Jarmen Kell on a bike
;------------------------------------------------------------------------------
Weapon GLABikerKellSniperRifle
  PrimaryDamage = 180.0
  PrimaryDamageRadius = 0.0
  AttackRange = 225.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericMachineGunFire
  FireSound = JarmenKellWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 750         ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
  AcceptableAimDelta    = 20.0
End


;------------------------------------------------------------------------------
Weapon CINE_GLAJarmenKellRifle
  PrimaryDamage = 180.0
  PrimaryDamageRadius = 0.0
  AttackRange = 999999.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericMachineGunFire
  FireSound = JarmenKellWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
Weapon CINE_USAPathfinderSniperRifle
  PrimaryDamage = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange = 999999.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericMachineGunFire                   ; so the ground lighting effects do not give away position while stealthed
  FireSound = PathfinderWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End
;------------------------------------------------------------------------------
Weapon USAPathfinderSniperRifle
  PrimaryDamage = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange = 300.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericMachineGunFire                   ; so the ground lighting effects do not give away position while stealthed
  FireSound = PathfinderWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
Weapon GLAJarmenKellVehiclePilotSniperRifle
  PrimaryDamage = 1.0
  PrimaryDamageRadius = 0.0
  AttackRange = 225.0
  DamageType = KILL_PILOT
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound = JarmenKellWeaponSnipe
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0           ; time between shots, msec
  ClipSize = 1                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 30000          ; how long to reload a Clip, msec
  AutoReloadsClip = Yes
End



;------------------------------------------------------------------------------
Weapon ColonelBurtonSniperRifleWeapon
  PrimaryDamage         = 40.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 125.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound             = SentryDroneWeapon ;ColonelBurtonWeapon 
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100        ; time between shots, msec
  ClipSize              = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 500              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon ColonelBurtonKnifeWeapon
  LeechRangeWeapon = Yes
  PrimaryDamage         = 10000.0         ; always kills target in one hit
  PrimaryDamageRadius   = 0.0             ; 0 primary radius means "hits only intended victim"
  AttackRange           = 3.0
  DamageType            = MELEE
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0        ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = NONE;!
  FireSound             = HeroUSAKnifeAttack
  DelayBetweenShots     = 0            ; time between shots, msec
  ClipSize              = 1               ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 1367               ; how long to reload a Clip, msec
  PreAttackDelay        = 833             ; 833 is natural time of the stabbing animation.
  PreAttackType         = PER_ATTACK ; Do the delay each time we attack a new target
End

;------------------------------------------------------------------------------
Weapon GLARebelMachineGun
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 100.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX
  FireSound             = RebelWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100               ; time between shots, msec
  ClipSize              = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 700              ; how long to reload a Clip, msec
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
Weapon Black_GLARebelMachineGun
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 100.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX
  FireSound             = RebelWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100               ; time between shots, msec
  ClipSize              = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 700              ; how long to reload a Clip, msec
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
Weapon GLARebelBikerMachineGun
  PrimaryDamage         = 8.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = CombatCycleRebelWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100 ;500               ; time between shots, msec
  ClipSize              = 6                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 700              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
  AcceptableAimDelta    = 20.0
End
;------------------------------------------------------------------------------
Weapon Black_GLARebelBikerMachineGun
  PrimaryDamage         = 8.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = CombatCycleRebelWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100 ;500               ; time between shots, msec
  ClipSize              = 6                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 700              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150% ; AP weapon upgrade
  AcceptableAimDelta    = 20.0
End
;------------------------------------------------------------------------------
;*********************** Cinematic Only ***************************************
Weapon CINE_GLARebelMachineGun
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 250.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers ; Heroic rebels get different FireFX
  FireSound             = RebelWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100               ; time between shots, msec
  ClipSize              = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 700              ; how long to reload a Clip, msec
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
Weapon RedguardMachineGun
  PrimaryDamage         = 15.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 100.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound             = RedGuardWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 1000               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon ChinaOfficerMachineGun
  PrimaryDamage = 10.0
  PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange = 100.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound = RedGuardWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  PreAttackDelay = 1538           ; 1538 is natural time of drawing gun animation
  PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target
End

;------------------------------------------------------------------------------
Weapon AmericaOfficerMachineGun
  PrimaryDamage = 10.0
  PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange = 100.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound = RedGuardWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  PreAttackDelay = 1538           ; 1538 is natural time of drawing gun animation
  PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target
End

;------------------------------------------------------------------------------
Weapon RedguardBayonet
  PrimaryDamage = 10000.0         ; always kills target in one hit
  PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange = 2.0
  DamageType = MELEE
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericMachineGunFire
  FireSound = HeroUSAKnifeAttack
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1900        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  PreAttackDelay = 1400
  PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target
End

;------------------------------------------------------------------------------
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
End

;------------------------------------------------------------------------------
Weapon GattlingTankGunAir
  PrimaryDamage         = 12.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  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     = 3 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo     = 6 ; How many shots at the same target constitute "Continuous Fire Two"
  ContinuousFireCoast   = 2000 ; 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   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround            = No
End

;------------------------------------------------------------------------------
Weapon GattlingBuildingGun
  PrimaryDamage         = 10.0 ;5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 225.0
  DamageType            = Gattling
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GattlingCannonMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers
  FireSound             = GattlingCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 250               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  ContinuousFireOne     = 1 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo     = 5 ; How many shots at the same target constitute "Continuous Fire Two"
  ContinuousFireCoast   = 2000 ; 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
  AntiSmallMissile      = No
  AntiBallisticMissile  = No
  AntiGround            = Yes
End
;------------------------------------------------------------------------------
Weapon SpectreGattlingGun
  PrimaryDamage         = 90.0 
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 2222.0 ; huge range
  DamageType            = Gattling
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_SpectreGattlingMuzzleFlash
  VeterancyFireFX       = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers
  FireSound             = SpectreGunshipGattlingWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  ContinuousFireOne     = 1 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo     = 2 ; How many shots at the same target constitute "Continuous Fire Two"
  ContinuousFireCoast   = 2000 ; 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
  AntiSmallMissile      = No
  AntiBallisticMissile  = No
  AntiGround            = Yes
End
;------------------------------------------------------------------------------
Weapon SpectreHowitzerGun 
  PrimaryDamage          = 80.0 
  PrimaryDamageRadius    = 25.0       ; 0 primary radius means "hits only intended victim"
  AttackRange            = 2222.0    ; huge range
  DamageType             = EXPLOSION
  DeathType              = EXPLODED
  WeaponSpeed            = 999.0          ; dist/sec (huge value == effectively instant)
  AcceptableAimDelta     = 180.0 ;;;; can fire facing any direction... allows gunship to shoot sideways
  ProjectileObject       = SpectreHowitzerShell
  FireFX                 = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX        = HEROIC WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX = FX_SpectreHowitzerExplosion
  FireSound              = StrategyCenter_ArtilleryRound
  RadiusDamageAffects    = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots      = 777               ; time between shots, msec
  ClipSize               = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime         = 0              ; how long to reload a Clip, msec
  ContinuousFireOne      = 1 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo      = 2 ; How many shots at the same target constitute "Continuous Fire Two"
  ContinuousFireCoast    = 2000 ; msec we can coast without firing before we lose Continuous Fire
  WeaponBonus            = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 150% ; When the object achieves this state, this weapon gets double the rate of fire
  WeaponBonus            = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 200% ; 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
  AntiSmallMissile       = No
  AntiBallisticMissile   = No
  AntiGround             = Yes
  ProjectileCollidesWith = STRUCTURES WALLS 
End


;------------------------------------------------------------------------------
Weapon GattlingBuildingGunAir 
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 400.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GattlingCannonMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers
  FireSound             = GattlingCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 250               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  ContinuousFireOne     = 1 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo     = 5 ; How many shots at the same target constitute "Continuous Fire Two"
  ContinuousFireCoast   = 2000 ; 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   = Yes
  AntiAirborneInfantry  = Yes
  AntiSmallMissile      = No
  AntiBallisticMissile  = Yes
  AntiGround            = No
End

;Given to the overlord tank so it's AI can target air manually from out of range. Must match
;GattlingBuildingGunAir's range
;------------------------------------------------------------------------------
Weapon GattlingBuildingGunAirDummy
  PrimaryDamage         = 0.0001
  PrimaryDamageRadius   = 0.0            ; 0 primary radius means "hits only intended victim"
  AttackRange           = 400.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0       ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 500            ; time between shots, msec
  ClipSize              = 0              ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiSmallMissile      = No
  AntiBallisticMissile  = Yes
  AntiGround            = No
End

;------------------------------------------------------------------------------
Weapon WatchTowerMachineGun
  PrimaryDamage = 10.0
  PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange = 100.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 500               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon CommandoMachineGun
  PrimaryDamage = 10.0
  PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange = 80.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 500               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon Comanche20mmCannonWeapon
  PrimaryDamage               = 6.0
  PrimaryDamageRadius         = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange                 = 200.0      
  MinimumAttackRange          = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
  DamageType                  = COMANCHE_VULCAN  ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms
  DeathType                   = NORMAL
  WeaponSpeed                 = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject            = NONE
  FireSound                   = ComancheWeaponMachineGun
  FireFX                      = WeaponFX_Comanche20mmCannonFire
  VeterancyFireFX             = HEROIC WeaponFX_HeroicComanche20mmCannonFire
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 100         ; time between shots, msec
  ClipSize                    = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = Yes
End

;------------------------------------------------------------------------------
Weapon ComancheAntiTankMissileWeapon
  PrimaryDamage               = 50            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 30.0          
  SecondaryDamageRadius       = 25.0    
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 200.0
  MinimumAttackRange          = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
  DamageType                  = JET_MISSILES  ;not so good against base defenses and some other units.  
  DeathType                   = EXPLODED
  WeaponSpeed                 = 99999
  ProjectileObject            = ComancheAntiTankMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicComancheMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 500            ; time between shots, msec
  ClipSize                    = 4              ; how many shots in a Clip (0 == infinite)
  AutoReloadsClip             = Yes
  ClipReloadTime              = 15000                      ; how long to reload a Clip, msec
  AutoReloadWhenIdle          = 15100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireSound                   = ComancheMissileWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_ComancheAntiTankMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon ComancheRocketPodWeapon
  PrimaryDamage           = 30.0            
  PrimaryDamageRadius     = 5.0      
  SecondaryDamage         = 10.0          
  SecondaryDamageRadius   = 40.0   
  ScatterRadius           = 0;changed to zero, unless you want to soften the results of the table below

  ; @todo srj -- need better targets; these are copied from Scud Storm
  ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
  ; These specific points are an even distribution simulating a 150 ScatterRadius.
  ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
  ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

  ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below
  ScatterTarget           = X: 0.000 Y: 0.133
  ScatterTarget           = X: 0.133 Y:-0.200
  ScatterTarget           = X:-0.067 Y: 0.667
  ScatterTarget           = X: 0.300 Y: 0.300
  ScatterTarget           = X: 0.767 Y: 0.000       
  ScatterTarget           = X: 0.500 Y:-0.567        
  ScatterTarget           = X:-0.333 Y:-0.800        
  ScatterTarget           = X:-0.600 Y:-0.1333        
  ScatterTarget           = X:-0.567 Y: 0.433        
  ScatterTarget           = X: 0.000 Y: 0.133
  ScatterTarget           = X: 0.133 Y:-0.200
  ScatterTarget           = X:-0.067 Y: 0.667
  ScatterTarget           = X: 0.300 Y: 0.300
  ScatterTarget           = X: 0.767 Y: 0.000       
  ScatterTarget           = X: 0.500 Y:-0.567        
  ScatterTarget           = X:-0.333 Y:-0.800        
  ScatterTarget           = X:-0.600 Y:-0.1333        
  ScatterTarget           = X:-0.567 Y: 0.433        
  ScatterTarget           = X: 0.000 Y: 0.133
  ScatterTarget           = X: 0.133 Y:-0.200

  ScatterRadiusVsInfantry = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 200.0
  MinimumAttackRange      = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
  DamageType              = EXPLOSION
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = ComancheRocketPodRocket
  ProjectileExhaust       = MissileExhaust
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 200    ; time between shots, msec
  ClipSize                = 20              ; how many shots in a Clip (0 == infinite)
  AutoReloadsClip         = Yes
  ClipReloadTime          = 30000                      ; how long to reload a Clip, msec
  FireSound               = ComancheRocketPodWeaponSound
  FireFX                  = None
  ProjectileDetonationFX  = WeaponFX_ComancheRocketPodRocketDetonation
  ProjectileCollidesWith  = STRUCTURES
  AntiAirborneVehicle     = No
  AntiAirborneInfantry    = No
End

;------------------------------------------------------------------------------
Weapon ToxinShellWeapon ; No extra damage, just lays down a damage field
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 1.0
  AttackRange = 100.0
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  FireFX = WeaponFX_ToxinShellWeapon
  FireOCL = OCL_PoisonFieldSmall
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End

;------------------------------------------------------------------------------
Weapon ToxinShellWeaponUpgraded ; No extra damage, just lays down a damage field
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 1.0      
  AttackRange = 100.0
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
;  FireFX = WeaponFX_NapalmMissileDetonation
  FireOCL = OCL_PoisonFieldUpgradedSmall
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End

;------------------------------------------------------------------------------
; When a barrel explodes
Weapon BarrelWeapon
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 15.0
  SecondaryDamage = 30.0
  SecondaryDamageRadius = 30.0
  AttackRange = 200.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 600         ; dist/sec 
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
; When a TankerTruck explodes
Weapon TankerTruckWeapon
  PrimaryDamage = 100.0
  PrimaryDamageRadius = 30.0
  SecondaryDamage = 30.0
  SecondaryDamageRadius = 65.0
  AttackRange = 200.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 600         ; dist/sec 
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon A10ThunderboltVulcan
  PrimaryDamage         = 10.0
  PrimaryDamageRadius   = 4.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 450.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_Comanche20mmCannonFire
  FireSound             = SpectreGunshipGattlingWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 60          ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon A10ThunderboltMissileWeapon
  PrimaryDamage         = 200.0      ;GS changed to what it was secretly doing pending review      
  PrimaryDamageRadius   = 50.0      
  AttackRange           = 350.0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  WeaponSpeed           = 99999.0             
  ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion
  RadiusDamageAffects   = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
  DelayBetweenShots     = 0      ; time between shots, msec
  ClipSize              = 1      ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 20000  ; how long to reload a Clip, msec
  AutoReloadsClip       = No 
End

;------------------------------------------------------------------------------
Weapon NeutronMissileWeapon
  PrimaryDamage = 0
  PrimaryDamageRadius = 0
  AttackRange = 99999
  DamageType = RADIATION
  DeathType = NORMAL
  WeaponSpeed = 99999
  ProjectileObject = NeutronMissile
  ProjectileExhaust = NeutronMissileExhaust
  FireFX = WeaponFX_NeutronMissile
  ProjectileDetonationFX = None
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
  AutoReloadsClip = No
End

;------------------------------------------------------------------------------
Weapon NapalmTornadoMissile
  PrimaryDamage = 0
  PrimaryDamageRadius = 0
  AttackRange = 99999
  DamageType = FLAME
  DeathType = BURNED
  WeaponSpeed = 99999
  ProjectileObject = NapalmMissileX
  ProjectileExhaust = NeutronMissileExhaust
  FireFX = WeaponFX_NeutronMissile
  ProjectileDetonationFX = None
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
  AutoReloadsClip = No
End

;------------------------------------------------------------------------------
Weapon AcidRainMissile
  PrimaryDamage = 0
  PrimaryDamageRadius = 0
  AttackRange = 99999
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999
  ProjectileObject = AcidMissileofDoom
  ProjectileExhaust = ScudMissileExhaust
  FireFX = WeaponFX_ScudStormMissile
  ProjectileDetonationFX = None
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
  AutoReloadsClip = No
End
;------------------------------------------------------------------------------
Weapon SpecialMissile
  PrimaryDamage = 0
  PrimaryDamageRadius = 0
  AttackRange = 99999
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999
  ProjectileObject = SpecialMissileofDeath
  ProjectileExhaust = EnergyTrailer
  FireFX = WeaponFX_ScudStormMissile
  ProjectileDetonationFX = None
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
  AutoReloadsClip = No
End

;------------------------------------------------------------------------------
Weapon ScudStormWeapon
  PrimaryDamage = 0               ; not used for this weapon (it's "special")            
  PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
  AttackRange = 999999            ; not used for this weapon (it's "special")
  DamageType = EXPLOSION          ; not used for this weapon (it's "special")
  DeathType = EXPLODED
  WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  ProjectileObject = ScudStormMissile
  ProjectileExhaust = ScudMissileExhaust
  FireFX = WeaponFX_ScudStormMissile
  FireSound = ScudStormLaunch
  ProjectileDetonationFX = ScudStormMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = Min:100 Max:1000
  ClipSize = 9
  ClipReloadTime = 10000 ; give it time to sink into the ground          
  AutoReloadsClip = Yes
  ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below

  ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
  ; These specific points are an even distribution simulating a 150 ScatterRadius.
  ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
  ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

  ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
  ScatterTarget = X: 0.000 Y: 0.133
  ScatterTarget = X: 0.133 Y:-0.200
  ScatterTarget = X:-0.067 Y: 0.667
  ScatterTarget = X: 0.300 Y: 0.300
  ScatterTarget = X: 0.767 Y: 0.000       
  ScatterTarget = X: 0.500 Y:-0.567        
  ScatterTarget = X:-0.333 Y:-0.800        
  ScatterTarget = X:-0.600 Y:-0.1333        
  ScatterTarget = X:-0.567 Y: 0.433        

  PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
  PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
  AcceptableAimDelta = 180 ; Don't need to turn at all.

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon ScudStormDamageWeapon
  PrimaryDamage = 500.0
  PrimaryDamageRadius = 50.0
  SecondaryDamage = 150.0 ;50.0
  SecondaryDamageRadius = 200.0 
  AttackRange = 200.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 600         ; dist/sec 
  FireFX = ScudStormMissileDetonation
  FireOCL = OCL_PoisonFieldLarge  ; So this weapon will do normal damage, and create this object
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon ScudStormDamageWeaponUpgraded
  PrimaryDamage = 500.0
  PrimaryDamageRadius = 50.0 ;25.0
  SecondaryDamage = 200.0 ;100.0
  SecondaryDamageRadius = 200.0 ;50.0
  AttackRange = 200.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 600         ; dist/sec 
  FireFX = ScudStormMissileDetonation
  FireOCL = OCL_PoisonFieldUpgradedLarge  ; So this weapon will do normal damage, and create this object
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon AuroraBombWeapon
  PrimaryDamage           = 400.0            
  PrimaryDamageRadius     = 20.0      
  AttackRange             = 300.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
  DamageType              = AURORA_BOMB
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = AuroraBomb
  FireFX                  = FX_AuroraBombLaunch
  ProjectileDetonationFX  = FX_AuroraBombDetonate
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 5000              ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon BomberBombWeapon
  PrimaryDamage           = 100.0            
  PrimaryDamageRadius     = 20.0      
  AttackRange             = 50.0
  AcceptableAimDelta      = 45
  DamageType              = EXPLOSION
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = BomberBomb
  ProjectileDetonationFX  = FX_FireBaseHowitzerExplosion
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 1
  ClipReloadTime          = 5000
  AutoReloadsClip         = Yes
  ProjectileCollidesWith  = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon RaptorJetMissileWeapon
  PrimaryDamage               = 100.0
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 320 ;400.0
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 150
  ClipSize                    = 4 
  ClipReloadTime              = 8000 
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon JSFJetMissileWeapon
  PrimaryDamage               = 115.0
  PrimaryDamageRadius         = 20.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 360
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JSFMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 100
  ClipSize                    = 4 
  ClipReloadTime              = 8000 
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon RaptorJetLaserGuidedMissileWeapon
  PrimaryDamage               = 125.0
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 320.0
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 150
  ClipSize                    = 4 
  ClipReloadTime              = 8000
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon AircraftCarrierRaptorJetMissileWeapon
  PrimaryDamage               = 100.0            
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 320
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 150
  ClipSize                    = 4 
  ClipReloadTime              = 1000 
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon AircraftCarrierRaptorJetLaserGuidedMissileWeapon
  PrimaryDamage               = 125.0            
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 320.0
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 150
  ClipSize                    = 4 
  ClipReloadTime              = 1000
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End


;------------------------------------------------------------------------------
Weapon StealthJetMissileWeapon
  PrimaryDamage               = 100.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 220 ;320.0
  MinimumAttackRange          = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed
  DamageType                  = STEALTHJET_MISSILES ;good against buildings, ok against everything else
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = StealthJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = StealthJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 200                      ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 8000                     ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE           ; must return to base to reload this weapon
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle       = No
  AntiAirborneInfantry      = No
  ShowsAmmoPips             = Yes
End

;------------------------------------------------------------------------------
Weapon CINE_StealthJetMissileWeapon
  PrimaryDamage               = 100.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 400
  MinimumAttackRange          = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed
  DamageType                  = STEALTHJET_MISSILES ;good against buildings, ok against everything else
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = StealthJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = StealthJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                      ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 8000                     ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE           ; must return to base to reload this weapon
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle       = No
  AntiAirborneInfantry      = No
  ShowsAmmoPips             = Yes
End

;------------------------------------------------------------------------------
Weapon StealthJetLaserGuidedMissileWeapon
  PrimaryDamage               = 125.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 220 ;320.0
  MinimumAttackRange          = 60.0 ; used to be 100.0, but that was too large for stealthjet/missile speed
  DamageType                  = STEALTHJET_MISSILES ;good against buildings, ok against everything else
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = StealthJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = StealthJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 200                      ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 8000                     ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE           ; must return to base to reload this weapon
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon DaisyCutterDetonationWeapon
  PrimaryDamage = 2000.0            
  PrimaryDamageRadius = 100.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon DaisyCutterFlameWeapon
  PrimaryDamage = 5.0             ; Just a spot of flame to light trees on fire
  PrimaryDamageRadius = 100.0      
  AttackRange = 100.0
  DamageType = FLAME
  DeathType = BURNED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End


;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;THE MOTHER OF ALL EXPLOSIONS
;------------------------------------------------------------------------------
Weapon MOABDetonationWeapon
  PrimaryDamage = 2000.0      ;150.0      
  PrimaryDamageRadius = 150.0   ;100.0   
  AttackRange = 100.0

  ShockWaveAmount   = 250.0
  ShockWaveRadius     = 200.0
  ShockWaveTaperOff  = 0.33

  FireFX                      = WeaponFX_MOAB_Blast 

  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon MOABFlameWeapon
  PrimaryDamage = 5.0             ; Just a spot of flame to light trees on fire
  PrimaryDamageRadius = 100.0      
  AttackRange = 100.0
  DamageType = FLAME         
  DeathType = BURNED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End


;------------------------------------------------------------------------------
Weapon CarpetBombWeapon
  PrimaryDamage = 300.0            
  PrimaryDamageRadius = 50.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR   
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon BlackMarketNukeWeapon
  PrimaryDamage = 800.0            
  PrimaryDamageRadius = 100.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  FireOCL = OCL_RadiationFieldLarge
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;--------------------------------------------------------------------------------
Weapon AnthraxBombWeapon
  PrimaryDamage       = 200.0            
  PrimaryDamageRadius = 100.0      
  AttackRange         = 100.0
  DamageType          = EXPLOSION         
  DeathType           = EXPLODED
  WeaponSpeed         = 99999.0
  FireOCL             = OCL_PoisonFieldAnthraxBomb  ; So this weapon will do normal damage, and create this object             
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots   = 0                   ; time between shots, msec
  ClipSize            = 1                   ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0                   ; how long to reload a Clip, msec
  AutoReloadsClip     = No 
End

;------------------------------------------------------------------------------
Weapon PatriotMissileWeapon
  PrimaryDamage               = 30.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 225.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1             ; locomotor specifies speed.
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireSound                   = PatriotBatteryWeapon
  FireFX                      = FX_BuggyMissileIgnition
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  AntiBallisticMissile        = No
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RequestAssistRange          = 200    ; when I fire, my object will look around for things of
  ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileCollidesWith      = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon PatriotMissileWeaponAir
  PrimaryDamage               = 25.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 350.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = PatriotBatteryWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = No
  AntiBallisticMissile        = Yes
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RequestAssistRange          = 200    ; when I fire, my object will look around for things of
  ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileCollidesWith      = STRUCTURES
End

;------------------------------------------------------------------------------
; For use with the Assisted Targeting Update.  No Assist Listing and longer range
Weapon PatriotMissileAssistWeapon
  PrimaryDamage               = 25.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 450.0 ; at least Regular's range + regular's request assist range
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = PatriotBatteryWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 1000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = Yes
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon TunnelDefenderRocketWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = TunnelDefenderMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiAirborneVehicle = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End
;------------------------------------------------------------------------------
Weapon Black_TunnelDefenderRocketWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = TunnelDefenderMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiAirborneVehicle = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 150% ; AP rocket upgrade
End

;------------------------------------------------------------------------------
Weapon TunnelDefenderBikerRocketWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = TunnelDefenderMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiAirborneVehicle = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  AcceptableAimDelta    = 20.0
End
;------------------------------------------------------------------------------
Weapon Black_TunnelDefenderBikerRocketWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = TunnelDefenderMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiAirborneVehicle = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 150% ; AP rocket upgrade
  AcceptableAimDelta    = 20.0
End

;------------------------------------------------------------------------------
;Also known as the RocketBuggyWeapon for those of you doing a search for it. 
Weapon BuggyRocketWeapon
  PrimaryDamage               = 20.0            
  PrimaryDamageRadius         = 0.0      
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 300.0
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject            = RocketBuggyMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AutoReloadWhenIdle          = 6100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon 
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End
;------------------------------------------------------------------------------
;Also known as the RocketBuggyWeapon for those of you doing a search for it. 
Weapon CINE_BuggyRocketWeapon
  PrimaryDamage               = 20.0            
  PrimaryDamageRadius         = 0.0      
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 300.0   
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject            = RocketBuggyMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon 
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End

;------------------------------------------------------------------------------
Weapon BuggyRocketWeaponUpgraded
  PrimaryDamage               = 20.0            
  PrimaryDamageRadius         = 0.0      
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 300.0
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = RocketBuggyMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 12            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AutoReloadWhenIdle          = 6100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End

;------------------------------------------------------------------------------
Weapon StingerMissileWeapon
  PrimaryDamage = 20.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 225.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 750               ; ignored for projectile weapons
  ProjectileObject = StingerMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiGround = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade


  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon CINE_StingerMissileWeapon
  PrimaryDamage = 20.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 2250.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 750               ; ignored for projectile weapons
  ProjectileObject = StingerMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiGround = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade


  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon StingerMissileWeaponAir
  PrimaryDamage = 30.0            
  PrimaryDamageRadius = 10.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 400.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = StingerMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  AntiBallisticMissile = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon SuicideDynamitePack
  PrimaryDamage = 500.0           ;was 150.0
  PrimaryDamageRadius = 18.0      ;was 6.0
  SecondaryDamage = 300.0         ;was 30.0
  SecondaryDamageRadius = 50.0    ;was 25.0
  AttackRange = 5.0
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicideDynamitePackDetonation
  FireSound = CarBomberDie
End
;------------------------------------------------------------------------------
Weapon SuicidePhosphorousPack
  PrimaryDamage = 600.0
  PrimaryDamageRadius = 20.0
  SecondaryDamage = 300.0
  SecondaryDamageRadius = 50.0
  AttackRange = 5.0
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicidePhosphorousPack
  FireOCL = OCL_PhosphorousField
  FireSound = CarBomberDie
End
;------------------------------------------------------------------------------
Weapon SuicideBikeBomb
  PrimaryDamage = 700.0            
  PrimaryDamageRadius = 20.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 50.0    
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicideDynamitePackDetonation
  FireSound = CarBomberDie
End

;------------------------------------------------------------------------------
Weapon SuicideCarBomb
  PrimaryDamage = 700.0            
  PrimaryDamageRadius = 20.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 50.0    
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicideDynamitePackDetonation
  FireSound = CarBomberDie
End

;------------------------------------------------------------------------------
;****************************Required For CHI01 INTRO**************************
Weapon CINEConvoyNuke
  PrimaryDamage = 800.0            
  PrimaryDamageRadius = 100.0          
  AttackRange = 5.0
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_CINEConvoyNuke
  FireSound = CarBomberDie
End

;------------------------------------------------------------------------------
Weapon HijackVehicle
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 0.0       
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = KILL_PILOT
  DeathType = NORMAL
  WeaponSpeed = 99999.0             
  FireFX = WeaponFX_GenericMachineGunFire
  FireSound = RebelWeapon
  ProjectileObject = NONE
  DelayBetweenShots = 0              
  ClipSize = 0                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon BlackLotusBuildingCaptureHack
  LeechRangeWeapon = Yes
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 0.01      
  AttackRange = 325
  DamageType = HACK
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 
  WeaponRecoil = 0                      ; angle to deflect the model when firing
  ProjectileObject = DragonTankFlameProjectile
  FireFX = WeaponFX_DragonTankFlameWeapon
  ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
  FireSound = DragonTankWeaponLoop
  FireSoundLoopTime = 80                ; loop the firing sound until there's this much delay between shots 
  DelayBetweenShots = 40                ; time between shots, msec
  ClipSize = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air

End

;------------------------------------------------------------------------------
Weapon BlackLotusVehicleDisableHack
  LeechRangeWeapon = Yes
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 0.01      
  AttackRange = 150.0
  DamageType = HACK
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 
  WeaponRecoil = 0                      ; angle to deflect the model when firing
  ProjectileObject = DragonTankFlameProjectile
  FireFX = WeaponFX_DragonTankFlameWeapon
  ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
  FireSound = DragonTankWeaponLoop
  FireSoundLoopTime = 80                ; loop the firing sound until there's this much delay between shots 
  DelayBetweenShots = 40                ; time between shots, msec
  ClipSize = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
End

;------------------------------------------------------------------------------
Weapon BlackLotusStealCashHack
  LeechRangeWeapon = Yes
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 0.01      
  AttackRange = 75.0
  DamageType = HACK
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 
  WeaponRecoil = 0                      ; angle to deflect the model when firing
  ProjectileObject = DragonTankFlameProjectile
  FireFX = WeaponFX_DragonTankFlameWeapon
  ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
  FireSound = DragonTankWeaponLoop
  FireSoundLoopTime = 80                ; loop the firing sound until there's this much delay between shots 
  DelayBetweenShots = 40                ; time between shots, msec
  ClipSize = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
End

;------------------------------------------------------------------------------
Weapon HackerDisableBuildingHack
  LeechRangeWeapon = Yes
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 0.01      
  AttackRange = 75.0
  DamageType = HACK
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 
  WeaponRecoil = 0                      ; angle to deflect the model when firing
  ProjectileObject = DragonTankFlameProjectile
  FireFX = WeaponFX_DragonTankFlameWeapon
  ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
  FireSound = DragonTankWeaponLoop
  FireSoundLoopTime = 80                ; loop the firing sound until there's this much delay between shots 
  DelayBetweenShots = 40                ; time between shots, msec
  ClipSize = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
End

;------------------------------------------------------------------------------
;This weapon fires standard anti-tank missiles at range
;------------------------------------------------------------------------------
Weapon ChinaInfantryTankHunterMissileLauncher
  PrimaryDamage = 40.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 175.0
  MinimumAttackRange = 5.0  ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType = INFANTRY_MISSILE   ;ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = TankHunterMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ScatterRadius = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots = 1000  ; time between shots, msec
  ClipSize = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireSound = TankHunterWeapon
  FireFX = FX_BuggyMissileIgnition
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation

  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon TNTDetonationWeapon ;Created by tankhunters
  PrimaryDamage = 500.0            
  PrimaryDamageRadius = 10.0      
  SecondaryDamage = 150.0          
  SecondaryDamageRadius = 50.0    
  AttackRange = 5.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  FireSound = BombTruckDefaultBombDetonation
End

;------------------------------------------------------------------------------
Weapon BoobyTrapDetonationWeapon ;Created by Rebels as an upgrade
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 5.0      ; These ranges are the range past the boobytrapped objects' bounding circle
  SecondaryDamage = 50.0          
  SecondaryDamageRadius = 15.0    ; These ranges are the range past the boobytrapped objects' bounding circle
  DamageType = EXPLOSION         
  DeathType = EXPLODED
End
;------------------------------------------------------------------------------
Weapon BurtonC4ChargeWeapon
  LeechRangeWeapon = Yes
  PrimaryDamage = 2000.0            
  PrimaryDamageRadius = 25.0      
  SecondaryDamage = 150.0          
  SecondaryDamageRadius = 75.0    
  AttackRange = 5.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  FireSound = RemoteDemoChargeExplosion
End

;------------------------------------------------------------------------------
Weapon RangerFlashBangGrenadeWeapon
  PrimaryDamage           = 25.0
  PrimaryDamageRadius     = 10.0
  SecondaryDamage         = 10.0
  SecondaryDamageRadius   = 40.0
  AttackRange             = 175.0 
  MinimumAttackRange      = 20.0
  DamageType              = SURRENDER
  DeathType               = NORMAL
  WeaponSpeed             = 120 
  ProjectileObject        = RangerFlashBangGrenade
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  FireSound               = RangerFlashBangWeapon
  ScatterRadius           = 4          ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots       = 0     ; time between shots, msec
  ClipSize                = 1              ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 2000     ; how long to reload a Clip, msec
  AutoReloadsClip         = Yes 
  ProjectileDetonationFX  = WeaponFX_RangerFlashBangGrenadeDetonation
  ProjectileCollidesWith  = STRUCTURES WALLS
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon PTBoatGun
  PrimaryDamage           = 30.0
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 120.0
  DamageType              = SMALL_ARMS
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_TechnicalGunFire
  FireSound               = TechnicalWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 500               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon TechnicalMachineGunWeapon 
  PrimaryDamage           = 10.0 ; 8.0
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 150.0
  DamageType              = COMANCHE_VULCAN  
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_TechnicalGunFire
  VeterancyFireFX         = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound               = TechnicalWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 200               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
  WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End
;------------------------------------------------------------------------------
Weapon Black_TechnicalMachineGunWeapon 
  PrimaryDamage           = 10.0 ; 8.0
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 150.0
  DamageType              = COMANCHE_VULCAN  
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_TechnicalGunFire
  VeterancyFireFX         = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound               = TechnicalWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 200               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
  WeaponBonus             = PLAYER_UPGRADE DAMAGE 150% ; APBullets
End
;------------------------------------------------------------------------------
Weapon TechnicalRPGWeapon
  PrimaryDamage               = 50.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 0.0              ; When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 150.0
  MinimumAttackRange          = 5.0               ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION         ; ignored for projectile weapons
  DeathType                   = EXPLODED
  ProjectileObject            = TechnicalRPGMissile
  ProjectileExhaust           = InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicInfantryStingerMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0                 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000              ; time between shots, msec
  ClipSize                    = 0                 ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                 ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = TunnelRocketWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
End

;------------------------------------------------------------------------------
Weapon QuadCannonGun
  PrimaryDamage         = 10.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100 ;500               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon QuadCannonGunAir
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100 ;500               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeOne
  PrimaryDamage         = 8.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 50 ;250               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeOneAir
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 50 ;250               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeTwo
  PrimaryDamage         = 8.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 25 ;125               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeTwoAir
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 25 ;125               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeTwoX
  PrimaryDamage         = 8.0
  PrimaryDamageRadius   = 0.0
  AttackRange           = 210.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 25
  ClipSize              = 0
  ClipReloadTime        = 0
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%
End

;------------------------------------------------------------------------------
Weapon QuadCannonGunUpgradeTwoAirX
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 25
  ClipSize              = 0
  ClipReloadTime        = 0
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%
End

;------------------------------------------------------------------------------
Weapon Black_QuadCannonGun
  PrimaryDamage         = 10.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100 ;500               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150% ; APBullets
End

;------------------------------------------------------------------------------
Weapon Black_QuadCannonGunAir
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100 ;500               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150% ; APBullets
End

;------------------------------------------------------------------------------
Weapon Black_QuadCannonGunUpgradeOne
  PrimaryDamage         = 8.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 50 ;250               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150% ; APBullets
End

;------------------------------------------------------------------------------
Weapon Black_QuadCannonGunUpgradeOneAir
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 50 ;250               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150% ; APBullets
End

;------------------------------------------------------------------------------
Weapon Black_QuadCannonGunUpgradeTwo
  PrimaryDamage         = 8.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 150.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 25 ;125               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150% ; APBullets
End

;------------------------------------------------------------------------------
Weapon Black_QuadCannonGunUpgradeTwoAir
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 25 ;125               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150% ; APBullets
End

;------------------------------------------------------------------------------
Weapon Black_QuadCannonGunUpgradeTwoX
  PrimaryDamage         = 8.0
  PrimaryDamageRadius   = 0.0
  AttackRange           = 210.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 25
  ClipSize              = 0
  ClipReloadTime        = 0
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150%
End

;------------------------------------------------------------------------------
Weapon Black_QuadCannonGunUpgradeTwoAirX
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = QuadCannonWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 25
  ClipSize              = 0
  ClipReloadTime        = 0
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = No
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150%
End

;------------------------------------------------------------------------------
Weapon SuicideBomb
  PrimaryDamage = 300.0            
  PrimaryDamageRadius = 10.0      
  SecondaryDamage = 60.0          
  SecondaryDamageRadius = 50.0    
  LeechRangeWeapon = Yes  ; so if it gets in range of a unit moving away from it, it still detonates. jba.
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicideDynamitePackDetonation
  FireSound = Explosion
End

;------------------------------------------------------------------------------
Weapon NuclearTankDeathWeapon
  PrimaryDamage               = 25.0            
  PrimaryDamageRadius         = 25.0      
  SecondaryDamage             = 10.0          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 100.0
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  WeaponSpeed                 = 99999.0
  ProjectileObject            = NONE
  FireFX                      = WeaponFX_NapalmMissileDetonation
  FireOCL                     = OCL_RadiationFieldSmall
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 0                   ; time between shots, msec
  ClipSize                    = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip             = No 
  AntiGround                  = Yes
  DamageDealtAtSelfPosition   = Yes
End

;------------------------------------------------------------------------------
Weapon ChinaPowerPlantDeathWeapon
  PrimaryDamage               = 400.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  AttackRange                 = 100.0
  DamageType                  = EXPLOSION         
  DeathType                   = EXPLODED
  WeaponSpeed                 = 99999.0    
  FireFX                      = FX_ChinaPowerPlantDeath
  FireOCL                     = OCL_RadiationFieldMedium
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 0                   ; time between shots, msec
  ClipSize                    = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0               ; how long to reload a Clip, msec
  AutoReloadsClip             = No 
End
;------------------------------------------------------------------------------
Weapon NapalmMissileLauncherDeath
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  AttackRange                 = 100.0
  DamageType                  = EXPLOSION         
  DeathType                   = EXPLODED
  WeaponSpeed                 = 99999.0    
  FireFX                      = WeaponFX_NapalmMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 0
  ClipSize                    = 1
  ClipReloadTime              = 0
  AutoReloadsClip             = No 
End

;------------------------------------------------------------------------------
Weapon TomahawkMissileWeapon
  PrimaryDamage               = 150.0            
  PrimaryDamageRadius         = 10.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 25.0    
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 350.0
  PreAttackDelay              = 250
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  MinimumAttackRange          = 100.0
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_TomahawkIgnition
  ProjectileObject            = TomahawkMissile
  ProjectileExhaust           = TomahawkMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicTomahawkMissileExhaust
;  ProjectileDetonationFX      = WeaponFX_TomahawkMissileDetonation
  ProjectileDetonationFX      = WeaponFX_BombTruckDefaultBombDetonation
  RadiusDamageAffects         = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = TomahawkWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                   ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 7000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition
  CapableOfFollowingWaypoints = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon AmbulanceCleanHazardWeapon
  PrimaryDamage               = 100.0            
  PrimaryDamageRadius         = 50.0      
  AttackRange                 = 100.0
  
  ;This breaks (deadlocks) the AI when ambulance is on top of a "toxic point" to attack.
  ;MinimumAttackRange          = 10.0

  DamageType                  = HAZARD_CLEANUP
  DeathType                   = NORMAL
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = CleanupStreamProjectile
  FireFX                      = WeaponFX_CleanupFireWeapon
  ProjectileDetonationFX      = WeaponFX_CleanupToxinDetonation
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = CleanupHazardProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
End

;------------------------------------------------------------------------------
Weapon BioHazardTechCleanHazardWeapon 
  PrimaryDamage               = 4.0            
  PrimaryDamageRadius         = 25.0      
  AttackRange                 = 100.0
  MinimumAttackRange          = 10.0
  DamageType                  = HAZARD_CLEANUP
  DeathType                   = NORMAL
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = BioHazardCleanupStreamProjectile
  FireFX                      = WeaponFX_CleanupFireWeapon
  ProjectileDetonationFX      = WeaponFX_CleanupToxinDetonation
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = CleanupHazardProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
End

;------------------------------------------------------------------------------
Weapon DragonTankFlameWeapon
  PrimaryDamage               = 10.0            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 1.0          
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 75.0
  MinimumAttackRange          = 0; 10.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = DragonTankFlameProjectile
  FireFX                      = WeaponFX_DragonTankFlameWeapon
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonation
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
Weapon DragonTankFlameWeaponHelix
  PrimaryDamage               = 12.0
  PrimaryDamageRadius         = 5.0
  SecondaryDamage             = 1.0
  SecondaryDamageRadius       = 10.0
  ScatterRadiusVsInfantry     = 0.0
  AttackRange                 = 100.0
  MinimumAttackRange          = 1.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = HelixFlameProjectileUpgraded
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgraded
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
Weapon DragonTankFlameWeaponHelixWhite
  PrimaryDamage               = 16.0
  PrimaryDamageRadius         = 5.0
  SecondaryDamage             = 1.0
  SecondaryDamageRadius       = 10.0
  ScatterRadiusVsInfantry     = 0.0
  AttackRange                 = 100.0
  MinimumAttackRange          = 1.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = HelixFlameProjectileUpgradedWhite
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgradedWhite
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgradedWhite
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End


;------------------------------------------------------------------------------
Weapon DragonTankFireWallWeapon
  PrimaryDamage               = 10.0            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 1.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 25.0 ; About the range from unit to start of fire.
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = DragonTankFlameProjectile
  FireFX                      = WeaponFX_DragonTankFlameWeapon
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonation
  ProjectileDetonationOCL     = OCL_FireWallSegment
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
End

;------------------------------------------------------------------------------
Weapon DragonTankFlameWeaponUpgraded
  PrimaryDamage               = 12.5            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 1.25          
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 75.0
  MinimumAttackRange          = 10.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = DragonTankFlameProjectileUpgraded
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgraded
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
Weapon DragonTankFlameWeaponUpgradedOL
  PrimaryDamage               = 12.5            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 1.25          
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 150.0
  MinimumAttackRange          = 10.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = DragonTankFlameProjectileUpgraded
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgraded
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon DragonTankFireWallWeaponUpgraded
  PrimaryDamage               = 12.5            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 1.25          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 25.0 ; About the range from unit to start of fire.
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = DragonTankFlameProjectileUpgraded
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgraded
  ProjectileDetonationOCL     = OCL_FireWallSegmentUpgraded
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
End

;------------------------------------------------------------------------------
Weapon DragonTankFlameWeaponUpgradedWhite
  PrimaryDamage               = 15.0
  PrimaryDamageRadius         = 5.0
  SecondaryDamage             = 1.50
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0
  AttackRange                 = 75.0
  MinimumAttackRange          = 10.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600
  WeaponRecoil                = 0
  ProjectileObject            = DragonTankFlameProjectileUpgradedWhite
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgradedWhite
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgradedWhite
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40
  ClipSize                    = 0
  ClipReloadTime              = 0
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgradedWhite
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
Weapon DragonTankFlameWeaponUpgradedWhiteOL
  PrimaryDamage               = 15.0
  PrimaryDamageRadius         = 5.0
  SecondaryDamage             = 1.50
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0
  AttackRange                 = 150.0
  MinimumAttackRange          = 10.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600
  WeaponRecoil                = 0
  ProjectileObject            = DragonTankFlameProjectileUpgradedWhite
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgradedWhite
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgradedWhite
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40
  ClipSize                    = 0
  ClipReloadTime              = 0
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgradedWhite
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon DragonTankFireWallWeaponUpgradedWhite
  PrimaryDamage               = 15.0            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 1.50          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 25.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600
  WeaponRecoil                = 0
  ProjectileObject            = DragonTankFlameProjectileUpgradedWhite
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgradedWhite
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgradedWhite
  ProjectileDetonationOCL     = OCL_FireWallSegmentUpgradedWhite
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40
  ClipSize                    = 0
  ClipReloadTime              = 0
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgradedWhite
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
End

;------------------------------------------------------------------------------
Weapon ToxinTruckGun
  PrimaryDamage               = 10.0            
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 0 ;20.0
  DamageType                  = POISON
  DeathType                   = POISONED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectile
  FireFX                      = WeaponFX_ToxinTruckFlameWeapon
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonation
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon ToxinTruckGunUpgraded
  PrimaryDamage               = 12.5
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 10.0
  DamageType                  = POISON
  DeathType                   = POISONED_BETA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectileUpgraded
  FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon ToxinTruckSprayer
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 2.0          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = WeaponFX_ToxinTruckSprayNozzle
  ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGround
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon ToxinTruckSprayerUpgraded
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 2.5          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED_BETA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = WeaponFX_ToxinTruckSprayNozzleUpgraded
  ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGroundUpgraded
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon ToxinTruckGunPlusOne
  PrimaryDamage               = 12.5            
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 0 ;20.0
  DamageType                  = POISON
  DeathType                   = POISONED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectile
  FireFX                      = WeaponFX_ToxinTruckFlameWeapon
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonation
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon ToxinTruckGunUpgradedPlusOne
  PrimaryDamage               = 15.0
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 10.0
  DamageType                  = POISON
  DeathType                   = POISONED_BETA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectileUpgraded
  FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon ToxinTruckSprayerPlusOne
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 2.5          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = WeaponFX_ToxinTruckSprayNozzle
  ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGround
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon ToxinTruckSprayerUpgradedPlusOne
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 3.0          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED_BETA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = WeaponFX_ToxinTruckSprayNozzleUpgraded
  ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGroundUpgraded
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon ToxinTruckGunPlusTwo
  PrimaryDamage               = 15.0            
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 0 ;20.0
  DamageType                  = POISON
  DeathType                   = POISONED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectile
  FireFX                      = WeaponFX_ToxinTruckFlameWeapon
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonation
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon ToxinTruckGunUpgradedPlusTwo
  PrimaryDamage               = 20.0
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 10.0
  DamageType                  = POISON
  DeathType                   = POISONED_BETA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectileUpgraded
  FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon ToxinTruckSprayerPlusTwo
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 3.0          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = WeaponFX_ToxinTruckSprayNozzle
  ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGround
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon ToxinTruckSprayerUpgradedPlusTwo
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 4.0          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED_BETA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = WeaponFX_ToxinTruckSprayNozzleUpgraded
  ProjectileDetonationFX      = WeaponFX_ToxinTruckSprayGroundUpgraded
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon FireWallSegmentWeapon
  PrimaryDamage               = 4.0            
  PrimaryDamageRadius         = 10.0      
  AttackRange                 = 15.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 

; FireFx left commented out to illustrate particle presence is on object
  ;FireFX = WeaponFX_SmallFireFieldWeapon

  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon FireWallSegmentUpgradedWeapon
  PrimaryDamage               = 5.0            
  PrimaryDamageRadius         = 10.0      
  AttackRange                 = 15.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 

; FireFx left commented out to illustrate particle presence is on object
  ;FireFX = WeaponFX_SmallFireFieldWeapon

  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                ; time between shots, msec
End
;------------------------------------------------------------------------------
Weapon FireWallSegmentUpgradedWeaponWhite
  PrimaryDamage               = 6.0            
  PrimaryDamageRadius         = 10.0      
  AttackRange                 = 15.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 

; FireFx left commented out to illustrate particle presence is on object
  ;FireFX = WeaponFX_SmallFireFieldWeapon

  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                ; time between shots, msec
End


;------------------------------------------------------------------------------
Weapon ParticleUplinkCannonBeamTrailRemnantWeapon2
  PrimaryDamage               = 5000.0           
  PrimaryDamageRadius         = 150.0      
  DamageType                  = PARTICLE_BEAM
  DeathType                   = EXPLODED
  FireOCL                     = OCL_ElectroExploEffect
  WeaponSpeed                 = 250
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 99999                ; time between shots, msec
End

;------------------------------------------------------------------------------

Weapon ParticleUplinkCannonBeamTrailRemnantWeapon
  PrimaryDamage               = 15.0 ;30.0            
  PrimaryDamageRadius         = 10.0      
  DamageType                  = PARTICLE_BEAM
  DeathType                   = BURNED
  WeaponSpeed                 = 250                     ;  dist/sec 

; FireFx left commented out to illustrate particle presence is on object
  ;FireFX = WeaponFX_SmallFireFieldWeapon

  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon DirtyNukeCreationWeapon ; Nukes are complicated, so we need to spawn an object, not just do damage
  FireOCL = OCL_DirtyNuke
End

;------------------------------------------------------------------------------
Weapon SmallFireFieldWeapon
  PrimaryDamage               = 5.0  ;will do this 10 times in 2.5 seconds - DB            
  PrimaryDamageRadius         = 30.0      
  AttackRange                 = 15.0
  MinimumAttackRange          = 10.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 

;Commented out to show effect was moved to object itself.  Note that if the damage radius
;changed then the art must be changed now too becuase of this.
  ;FireFX = WeaponFX_SmallFireFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                ; time between shots, msec
End
;------------------------------------------------------------------------------
Weapon SmallFireFieldWeaponX
  PrimaryDamage           = 2.0
  PrimaryDamageRadius     = 350.0      
  AttackRange             = 350.0
  MinimumAttackRange      = 10.0
  FireFX                  = WeaponFX_XXXFireField
  DamageType              = FLAME
  DeathType               = BURNED
  WeaponSpeed             = 600
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 100
End
;------------------------------------------------------------------------------
Weapon SmallFireFieldWeaponUpgraded
  PrimaryDamage = 7.5            
  PrimaryDamageRadius = 30.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = FLAME
  DeathType = BURNED
  WeaponSpeed = 600
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 250                ; time between shots, msec
End
;------------------------------------------------------------------------------
Weapon SmallFireFieldWeaponUpgradedWhite
  PrimaryDamage = 10.0            
  PrimaryDamageRadius = 30.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = FLAME
  DeathType = BURNED
  WeaponSpeed = 600                     ;  dist/sec 

;Commented out to show effect was moved to object itself.  Note that if the damage radius
;changed then the art must be changed now too becuase of this.
  ;FireFX = WeaponFX_SmallFireFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 250                ; time between shots, msec
End
;------------------------------------------------------------------------------
;This weapon is used at the core of every damage field to kill other fields to prevent stacking
Weapon HazardFieldCoreWeapon
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 10.0      
  AttackRange = 15.0
  DamageType = HAZARD_CLEANUP

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS

  ; This clip pattern insures that the new field kills the old fields
  DelayBetweenShots = 5
  ClipSize = 1         
  ClipReloadTime = 100000
End
;------------------------------------------------------------------------------
Weapon LargePoisonFieldWeaponX
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 300.0
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = GATTLING
  DeathType = POISONED
  WeaponSpeed = 600

  FireFX = WeaponFX_LargePoisonFieldWeapon

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 500
End
;------------------------------------------------------------------------------
Weapon LargePoisonFieldWeapon
  PrimaryDamage = 15.0            
  PrimaryDamageRadius = 140.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_LargePoisonFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon MediumPoisonFieldWeapon
  PrimaryDamage = 2.0            
  PrimaryDamageRadius = 80.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_MediumPoisonFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon SmallPoisonFieldWeapon
  PrimaryDamage = 2.0            
  PrimaryDamageRadius = 12.0 ;7.5      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_SmallPoisonFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon PhosphorousFieldWeapon
  PrimaryDamage = 25.0            
  PrimaryDamageRadius = 30.0
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = FLAME
  DeathType = BURNED
  WeaponSpeed = 600
  FireFX = WeaponFX_PPPPPPPPPPPPP
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500
End

;------------------------------------------------------------------------------
Weapon AnthraxBombPoisonFieldWeapon
  PrimaryDamage = 40.0
  PrimaryDamageRadius = 300.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED_BETA
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon LargePoisonFieldWeaponUpgraded
  PrimaryDamage = 25.0            
  PrimaryDamageRadius = 140.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED_BETA
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_LargePoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon MediumPoisonFieldWeaponUpgraded
  PrimaryDamage = 2.5            
  PrimaryDamageRadius = 80.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED_BETA
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_MediumPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon SmallPoisonFieldWeaponUpgraded
  PrimaryDamage = 2.5            
  PrimaryDamageRadius = 7.5     
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED_BETA
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_SmallPoisonFieldWeaponUpgraded ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon LargeRadiationFieldWeapon
  PrimaryDamage = 25.0            
  PrimaryDamageRadius = 200.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = RADIATION
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 750                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon MediumRadiationFieldWeapon
  PrimaryDamage = 15.0            
  PrimaryDamageRadius = 50.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = RADIATION
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_MediumRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 750                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon SmallRadiationFieldWeapon 
  PrimaryDamage = 5.0            
  PrimaryDamageRadius = 25.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = RADIATION
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 750                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon NukeRadiationFieldWeapon
  PrimaryDamage = 25.0            
  PrimaryDamageRadius = 200.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = RADIATION
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_LargeRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  SuspendFXDelay = 10000;milliseconds 

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 750                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon TreeFireDealDamageWeapon
  PrimaryDamage = 5.0            
  PrimaryDamageRadius = 2.0      
  AttackRange = 100.0
  DamageType = FLAME         
  DeathType = BURNED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon BurningEmberWeapon
  PrimaryDamage = 2.0            
  PrimaryDamageRadius = 2.0      
  AttackRange = 100.0
  DamageType = FLAME         
  DeathType = BURNED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon TroopCrawlerAssault
  PrimaryDamage = 0.00001
  PrimaryDamageRadius = 0.0
  AttackRange = 175.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks!
  DamageType = DEPLOY
  DeathType = NORMAL
  WeaponSpeed = 0         ; dist/sec 
  ProjectileObject = NONE
  FireFX = None
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon AircraftCarrierOrderLaunch
  PrimaryDamage = 0.00001
  PrimaryDamageRadius = 0.0
  AttackRange = 1000000.0 
  DamageType = DEPLOY
  DeathType = NORMAL
  WeaponSpeed = 0         ; dist/sec 
  ProjectileObject = NONE
  FireFX = None
  DelayBetweenShots = 1000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon InfernoCannonGun
  PrimaryDamage = 30.0
  PrimaryDamageRadius = 15.0
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 300
  MinimumAttackRange = 50.0
  MinTargetPitch = -90
  MaxTargetPitch = 79
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 250         ; dist/sec 
  MinWeaponSpeed = 75        
  ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
  ProjectileObject = InfernoTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  FireSound = InfernoCannonWeapon
  ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
  DelayBetweenShots = 4000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  HistoricBonusTime = 3000
  HistoricBonusCount = 6
  HistoricBonusRadius = 20
  HistoricBonusWeapon = FirestormSmallCreationWeapon
End

;------------------------------------------------------------------------------
Weapon InfernoCannonGunUpgraded
  PrimaryDamage = 31.0
  PrimaryDamageRadius = 15.0
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 300
  MinimumAttackRange = 50.0
  MinTargetPitch = -90
  MaxTargetPitch = 79
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 250         ; dist/sec 
  MinWeaponSpeed = 75        
  ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
  ProjectileObject = InfernoTankShellUpgraded
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  FireSound = InfernoCannonWeapon
  ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
  DelayBetweenShots = 4000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  HistoricBonusTime = 3000
  HistoricBonusCount = 6
  HistoricBonusRadius = 20
  HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon
End
;------------------------------------------------------------------------------
Weapon InfernoCannonGunUpgradedWhite
  PrimaryDamage = 32.0
  PrimaryDamageRadius = 15.0
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 300
  MinimumAttackRange = 50.0
  MinTargetPitch = -90
  MaxTargetPitch = 79
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 250         ; dist/sec 
  MinWeaponSpeed = 75        
  ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
  ProjectileObject = InfernoTankShellUpgradedWhite
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  FireSound = InfernoCannonWeapon
  ProjectileDetonationFX = WeaponFX_InfernoTankShellDetonation
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
  DelayBetweenShots = 4000
  ClipSize = 0
  ClipReloadTime = 0

  HistoricBonusTime = 3000
  HistoricBonusCount = 6
  HistoricBonusRadius = 20
  HistoricBonusWeapon = WhiteNapalmFirestormSmallCreationWeapon
End

;------------------------------------------------------------------------------
Weapon SmallFireFieldCreationWeapon
  FireOCL = OCL_FireFieldSmall
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 1.0
End

;------------------------------------------------------------------------------
Weapon SmallFireFieldUpgradedCreationWeapon
  FireOCL = OCL_FireFieldUpgradedSmall
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 1.0
End
Weapon SmallFireFieldUpgradedCreationWeaponWhite
  FireOCL = OCL_FireFieldUpgradedSmallWhite
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 1.0
End

;------------------------------------------------------------------------------
Weapon NukeCannonGun
  PrimaryDamage           = 400.0
  PrimaryDamageRadius     = 50.0
  SecondaryDamage         = 20.0
  SecondaryDamageRadius   = 60.0
  ScatterRadiusVsInfantry = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 350.0
  MinimumAttackRange      = 150.0
  DamageType              = EXPLOSION
  DeathType               = EXPLODED
  WeaponSpeed             = 200         ; dist/sec 
  ProjectileObject        = NukeCannonShell
  FireFX                  = WeaponFX_NukeCannonMuzzleFlash
  FireSound               = NukeCannonWeapon
  VeterancyFireFX         = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash
  ProjectileDetonationFX  = WeaponFX_NukeCannon
  ProjectileDetonationOCL = OCL_RadiationFieldMedium
  RadiusDamageAffects     = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots       = 10000        ; time between shots, msec
  ClipSize                = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0            ; how long to reload a Clip, msec
End
;--------------------------------------------------------------------------------
Weapon AnthraxGammaBombWeapon
  PrimaryDamage       = 200.0            
  PrimaryDamageRadius = 100.0      
  AttackRange         = 100.0
  DamageType          = EXPLOSION         
  DeathType           = EXPLODED
  WeaponSpeed         = 99999.0
  FireOCL             = OCL_PoisonFieldAnthraxGammaBomb  ; So this weapon will do normal damage, and create this object             
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots   = 0                   ; time between shots, msec
  ClipSize            = 1                   ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0                   ; how long to reload a Clip, msec
  AutoReloadsClip     = No 
End
;------------------------------------------------------------------------------
Weapon AnthraxGammaBombPoisonFieldWeapon
  PrimaryDamage = 40.0
  PrimaryDamageRadius = 300.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED_GAMMA
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End
;------------------------------------------------------------------------------
;*********************** Cinematic Only Unit **********************************
Weapon CINE_NukeCannonGun
  PrimaryDamage           = 1
  PrimaryDamageRadius     = 1
  SecondaryDamage         = 1
  SecondaryDamageRadius   = 1
  ScatterRadiusVsInfantry = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 2000.0
  MinimumAttackRange      = 200.0
  DamageType              = EXPLOSION
  DeathType               = EXPLODED
  WeaponSpeed             = 2000         ; dist/sec 
  FireFX                  = WeaponFX_NukeCannonMuzzleFlash
  FireSound               = NukeCannonWeapon
  VeterancyFireFX         = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash
  RadiusDamageAffects     = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots       = 10000        ; time between shots, msec
  ClipSize                = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0            ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunExplosive
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 350.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = SCUDMissile
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
End
;------------------------------------------------------------------------------
Weapon SCUDBargeGunExplosive
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 60.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0
  AttackRange                 = 700.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = SCUDBargeMissile
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1
  ClipReloadTime              = 10000
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunExplosivePlusOne
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 450.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = SCUDMissilePlusOne
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunExplosivePlusTwo
  PrimaryDamage               = 400.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 75.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 450.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = SCUDMissilePlusTwo
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
End

;-----------------------------------------------------------------------------------
Weapon CINE_SCUDLauncherGunExplosive
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 350.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = CINE_SCUDMissile
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunToxin
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 350.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissile
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin
  ProjectileDetonationOCL = OCL_PoisonFieldMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End
;------------------------------------------------------------------------------
Weapon SCUDBargeGunToxin
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 35.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 700.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDBargeMissile
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin
  ProjectileDetonationOCL = OCL_PoisonFieldMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunToxinPlusOne
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 450.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissilePlusOne
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin
  ProjectileDetonationOCL = OCL_PoisonFieldMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunToxinPlusTwo
  PrimaryDamage = 250.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 50.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 450.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissilePlusTwo
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationToxin
  ProjectileDetonationOCL = OCL_PoisonFieldMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunAnthrax
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 350.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissile
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax
  ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End
;------------------------------------------------------------------------------
Weapon SCUDBargeGunAnthrax
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 35.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0
  AttackRange = 700.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDBargeMissile
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax
  ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunAnthraxPlusOne
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 450.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissilePlusOne
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax
  ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

;------------------------------------------------------------------------------
Weapon SCUDLauncherGunAnthraxPlusTwo
  PrimaryDamage = 250.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 50.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 450.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissilePlusTwo
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = WeaponFX_SCUDMissileDetonationAnthrax
  ProjectileDetonationOCL = OCL_PoisonFieldUpgradedMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

;------------------------------------------------------------------------------
Weapon StingerSiteDeathConcussion
  PrimaryDamage = 5.0            
  PrimaryDamageRadius = 25.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
; This is the weapon used by crushing buildings.  It's supposed to kill everything it hits.
Weapon ToppledStructureWeapon
  PrimaryDamage = 9999.0            
  PrimaryDamageRadius = 20.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
; This is the weapon used by avalanche bits.  It's supposed to crush everything it hits.
Weapon AvalancheWeapon
  PrimaryDamage = 9999.0            
  PrimaryDamageRadius = 50.0      
  AttackRange = 50.0
  DamageType = CRUSH         
  DeathType = CRUSHED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 100                   ; time between shots, msec
  ClipSize = 0                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
End

;------------------------------------------------------------------------------
Weapon NapalmMissileWeapon
  PrimaryDamage               = 75.0            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 40.0          
  SecondaryDamageRadius       = 30.0  
  DamageType                  = JET_MISSILES ; since creates FireField to do the flame damage
  DeathType                   = EXPLODED
  AttackRange                 = 520.0
  MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
  ProjectileObject            = NapalmMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = WeaponFX_NapalmMissile
  FireSound                   = MigJetNapalmWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  AcceptableAimDelta          = 30
  DelayBetweenShots           = 300             ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 8000               ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
  AntiGround                  = Yes
  ProjectileDetonationFX      = WeaponFX_NapalmMissileDetonation
  ProjectileDetonationOCL     = OCL_FireFieldSmall
  DamageDealtAtSelfPosition   = Yes
  HistoricBonusTime           = 3000
  HistoricBonusCount          = 8
  HistoricBonusRadius         = 100
  HistoricBonusWeapon         = FirestormSmallCreationWeapon
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon BlackNapalmMissileWeapon
  PrimaryDamage               = 75.0            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 30.0  
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  AttackRange                 = 320.0
  MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
  ProjectileObject            = NapalmMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = WeaponFX_NapalmMissile
  FireSound                   = MigJetNapalmWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  AcceptableAimDelta          = 30 
  DelayBetweenShots           = 300             ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
  AntiGround                  = Yes
  ProjectileDetonationFX      = WeaponFX_BlackNapalmExplosion
  ProjectileDetonationOCL     = OCL_FireFieldUpgradedSmall
  DamageDealtAtSelfPosition   = Yes
  HistoricBonusTime           = 3000
  HistoricBonusCount          = 8
  HistoricBonusRadius         = 100
  HistoricBonusWeapon         = BlackNapalmFirestormSmallCreationWeapon
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon WhiteNapalmMissileWeapon
  PrimaryDamage               = 75.0            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 60.0          
  SecondaryDamageRadius       = 30.0  
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  AttackRange                 = 320.0
  MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
  ProjectileObject            = NapalmMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = WeaponFX_NapalmMissile
  FireSound                   = MigJetNapalmWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  AcceptableAimDelta          = 30 
  DelayBetweenShots           = 300             ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
  AntiGround                  = Yes
  ProjectileDetonationFX      = WeaponFX_WhiteNapalmExplosion
  ProjectileDetonationOCL     = OCL_FireFieldUpgradedSmallWhite
  DamageDealtAtSelfPosition   = Yes
  HistoricBonusTime           = 3000
  HistoricBonusCount          = 8
  HistoricBonusRadius         = 100
  HistoricBonusWeapon         = WhiteNapalmFirestormSmallCreationWeapon
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  ShowsAmmoPips               = Yes
End
;------------------------------------------------------------------------------
Weapon NukeMissileWeapon
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 75.0      
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  AttackRange                 = 320.0
  MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
  ProjectileObject            = NapalmMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = WeaponFX_NapalmMissile
  FireSound                   = MigJetNapalmWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR   
  AcceptableAimDelta          = 30 
  DelayBetweenShots           = 300             ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
  AntiGround                  = Yes
  ProjectileDetonationFX      = Nuke_WeaponFX_NukeCannon
  ProjectileDetonationOCL     = OCL_RadiationFieldSmall
  DamageDealtAtSelfPosition   = Yes
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  ShowsAmmoPips               = Yes
  ShockWaveAmount   = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.50    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.

End

;------------------------------------------------------------------------------
Weapon BattleshipBogusGun
  ; We need to have the weapon do some damage, or attacking will not occur because it's
  ; rejected as not having any kind of weapon that does damage
  PrimaryDamage = 0.00001         ; does no damage, because the gun firing is only for show, anyway...
                                  ; please DON'T adjust this value. to adjust the damage really done by battleships,
                                  ; adjust the damage values in BattleshipTargetDamagedWeapon!
  PrimaryDamageRadius = 0.0       
  AttackRange = 99999.0
  DamageType = UNRESISTABLE
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_BattleshipBogusGun
  FireSound = BattleshipWeapon
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 750         ; time between shots, msec
  ClipSize = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 1500           ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon BattleshipUSSBenderGun
  PrimaryDamage = 300.0         
  PrimaryDamageRadius = 15.0  
  AttackRange = 99999.0
  ScatterRadius         = 40.0
  ScatterRadiusVsInfantry = 40.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 400.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = USSBenderGunShell
  FireFX = WeaponFX_BattleshipBogusGun
  ProjectileDetonationFX = FX_StrategyCenterBarrage
  FireSound = BattleshipWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 750         ; time between shots, msec
  ClipSize = 3                    ; how many shots in a Clip (0 == infinite)
  AutoReloadsClip = No            ;No longer reloads (fired from special power only)
End

;------------------------------------------------------------------------------
Weapon BattleshipDemoGun
  ; We need to have the weapon do some damage, or attacking will not occur because it's
  ; rejected as not having any kind of weapon that does damage
  PrimaryDamage = 200.0         
                               
  PrimaryDamageRadius = 15.0  
  AttackRange = 99999.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 500.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = GenericTankShell
  FireFX = WeaponFX_BattleshipBogusGun
  ProjectileDetonationFX = FX_StrategyCenterBarrage
  FireSound = BattleshipWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 750         ; time between shots, msec
  ClipSize = 3                    ; how many shots in a Clip (0 == infinite)
  AutoReloadsClip = No            ;No longer reloads (fired from special power only)
End

;------------------------------------------------------------------------------
Weapon BattleshipTargetDamagedWeapon
  PrimaryDamage = 100.0
  PrimaryDamageRadius = 30.0
  SecondaryDamage = 30.0
  SecondaryDamageRadius = 65.0
  AttackRange = 0.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 999999
  ProjectileObject = NONE
  FireFX = WeaponFX_BattleshipTargetExplode
  FireSound = ExplosionBattleshipTarget
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                      ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon CINE_u02_BattleshipTargetDamagedWeapon
  PrimaryDamage = 1000.0
  PrimaryDamageRadius = 50.0
  SecondaryDamage = 300.0
  SecondaryDamageRadius = 65.0
  AttackRange = 0.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 999999
  ProjectileObject = NONE
  FireFX = WeaponFX_BattleshipTargetExplode
  FireSound = ExplosionBattleshipTarget
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                      ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon StructureMineWeapon
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 3.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 5.0    
  AttackRange = 0.0
  DamageType = LAND_MINE
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  FireFX = WeaponFX_MineDetonation
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon StructureUpgradeEMPMineWeapon
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 3.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 5.0    
  AttackRange = 0.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  FireFX = WeaponFX_UpgradeMineDetonation
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon ClusterMineWeapon
  PrimaryDamage = 50.0            
  PrimaryDamageRadius = 3.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 5.0    
  AttackRange = 0.0
  DamageType = LAND_MINE
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  FireFX = WeaponFX_MineDetonation
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon BattleDroneMachineGun
  PrimaryDamage = 1
  PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange = 110.0
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_TechnicalGunFire
  FireSound = BattleDroneWeapon
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 100         ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End



;------------------------------------------------------------------------------
;----  ANGRY MOB  WEAPONS  ----------------------------------------------------
;------------------------------------------------------------------------------
Weapon GLAAngryMobNexusHarmlessWeapon 
  
  ;;; allows AI to set targets and victims and condition states
  ;;; without really doing any harm 
  
  PrimaryDamage = 0.001
  PrimaryDamageRadius = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange = 90.0 ;70.0 ;; small so the whole mob can get in close
  DamageType = UNRESISTABLE
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 99999        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets
End

;------------------------------------------------------------------------------
Weapon GLAAngryMobRockProjectileWeapon 
  PrimaryDamage = 40.0 ;10.0
  PrimaryDamageRadius = 1.0       
  AttackRange = 100.0 
  DamageType = MOLOTOV_COCKTAIL  ;SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 130          ; dist/sec (huge value == effectively instant)
  ProjectileObject = GLAAngryMobRockProjectileObject
  FireFX = NONE
  FireSound = AngryMobWeaponMolotov
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
  DelayBetweenShots = 500 ;3000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  PreAttackDelay = 500 ;2000       ; linked to the length of throw animation
  PreAttackType = PER_SHOT ; Do the delay every single shot
  ProjectileCollidesWith = STRUCTURES WALLS 

End
;------------------------------------------------------------------------------
Weapon GLAAngryMobMolotovCocktailProjectileWeapon 
  PrimaryDamage = 40.0 ;40.0          
  PrimaryDamageRadius = 11.0       
  AttackRange = 100.0 
  MinimumAttackRange = 12; 40.0
  DamageType = MOLOTOV_COCKTAIL  ;used only by this weapon.  Splits off so Dragon Tanks and Toxin Trucks are resistant.  
  DeathType = NORMAL
  WeaponSpeed = 60 ;          
  ProjectileObject = GLAAngryMobMolotovCocktailProjectileObject
  FireFX = NONE
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
  DelayBetweenShots = 500 ;3000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  PreAttackDelay = 500 ;2000    ; linked to the length of throw animation
  PreAttackType = PER_SHOT ; Do the delay every single shot
  ProjectileDetonationFX = WeaponFX_MolotovCocktailDetonation
  MaxTargetPitch = 57 ; this is important so that they do not lob the bottles on their mobmates

  ProjectileCollidesWith = STRUCTURES WALLS 
End


;------------------------------------------------------------------------------
Weapon GLAAngryMobPistolWeapon
  PrimaryDamage         = 10.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 100.0
  DamageType            = MOLOTOV_COCKTAIL  ;SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound             = AngryMobWeaponPistol 
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 250               ; time between shots, msec
  ClipSize              = 8                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 3000              ; how long to reload a Clip, msec
  AutoReloadsClip       = Yes 
End

;------------------------------------------------------------------------------
Weapon GLAAngryMobAK47Weapon 
  PrimaryDamage         = 20.0 ;8.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 120.0
  DamageType            = MOLOTOV_COCKTAIL  ;SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_RangerAdvancedCombatRifleFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire
  FireSound             = AngryMobWeaponAK47
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 250         ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets
End

;------------------------------------------------------------------------------
Weapon GLAAngryMobAK47NoDamageWeapon 
  PrimaryDamage         = 0.001 ; THIS IS A SPECIAL NO-DAMAGE AK47
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 120.0
  DamageType            = MOLOTOV_COCKTAIL  ;SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_RangerAdvancedCombatRifleFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire
  FireSound             = AngryMobWeaponAK47
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 99999         ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets
End

;------------------------------------------------------------------------------
Weapon WorkerMineDisarmingWeapon 
  PrimaryDamage = 1.0             ; this isn't really used, but must be nonzero for targeting to work well
  AttackRange = 5.0
  DamageType = DISARM
  DeathType = NORMAL
  ProjectileObject = NONE
  FireFX = WeaponFX_WorkerMineDisarming
  DelayBetweenShots = 1000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  AntiGround = No
  AntiProjectile = No
  AntiSmallMissile = No
  AntiMine = Yes
  PreAttackDelay = 1000           ; we have to wave our magic wand over it a bit
  PreAttackType = PER_SHOT ; Do the delay every single shot
  ContinueAttackRange = 100        ; after disarming a mine, look for additional mines within this dist to disarm
End

;------------------------------------------------------------------------------
Weapon DozerMineDisarmingWeapon
  PrimaryDamage = 1.0             ; this isn't really used, but must be nonzero for targeting to work well
  AttackRange = 5.0
  DamageType = DISARM
  DeathType = NORMAL
  ProjectileObject = NONE
  FireFX = WeaponFX_DozerMineDisarming
  DelayBetweenShots = 0        ; time between shots, msec
  ClipSize = 1                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 4000             ; how long to reload a Clip, msec
  AntiGround = No
  AntiProjectile = No
  AntiSmallMissile = No
  AntiMine = Yes
  PreAttackDelay = 1200           ; this is the natural duration of PRE scooping animation
  PreAttackType = PER_ATTACK ; Do the delay every attack
  ContinueAttackRange = 100        ; after disarming a mine, look for additional mines within this dist to disarm
End

;------------------------------------------------------------------------------
Weapon FakeStructureDetonationWeapon
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 50.0      
  SecondaryDamage = 50.0          
  SecondaryDamageRadius = 200.0    
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  FireFX = WeaponFX_DemoTrapDetonation
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon DemoTrapDetonationWeapon
  PrimaryDamage = 600.0
  PrimaryDamageRadius = 25.0
  SecondaryDamage = 400.0
  SecondaryDamageRadius = 50.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  FireFX = WeaponFX_DemoTrapDetonation
  PlayFXWhenStealthed = Yes
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End
;------------------------------------------------------------------------------
Weapon WaterTrapDetonationWeapon
  PrimaryDamage = 500.0
  PrimaryDamageRadius = 32.0
  SecondaryDamage = 400.0
  SecondaryDamageRadius = 50.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  FireFX = WeaponFX_WaterTrapDetonation
  PlayFXWhenStealthed = Yes
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon DummyWeapon
  ;Nothing -- dummy weapon
End

;------------------------------------------------------------------------------
; This weapon kills itself (to presumably trigger detonations on death)
Weapon SuicideWeapon
  LeechRangeWeapon = Yes
  AttackRange = 1.0
  PrimaryDamage = 999999.0            
  PrimaryDamageRadius = 1.0      
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
;This does no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon TerroristSuicideWeaponBioBombEffect
  FireFX = WeaponFX_BombTruckBioBombDetonation
  FireOCL = OCL_PoisonFieldSmall
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
; This weapon kills itself (to presumably trigger detonations on death)
Weapon TerroristSuicideWeapon
  LeechRangeWeapon = Yes
  AttackRange = 1.0
  PrimaryDamage = 999999.0            
  PrimaryDamageRadius = 1.0      
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  ;PreAttackDelay = 600             ;766 matches the animation timing his detonating
End

;------------------------------------------------------------------------------
; This weapon kills itself (to presumably trigger detonations on death)
; WITHOUT BEING PERMITTED TO TARGET ENEMIES WITH IT!!!!
Weapon TerroristSuicideNotARealWeapon
  LeechRangeWeapon = Yes
  AttackRange = 0.0
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 0.0      
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SUICIDE
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  ;PreAttackDelay = 600             ;766 matches the animation timing his detonating
End


;------------------------------------------------------------------------------
Weapon ConvoyTruckSuicideWeapon
  LeechRangeWeapon = Yes
  AttackRange = 1.0
  PrimaryDamage = 999999.0            
  PrimaryDamageRadius = 1.0      
  DamageDealtAtSelfPosition = Yes 
  RadiusDamageAffects = SELF SUICIDE
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 

  FireSound = MisGLA07Convoy16
End

;------------------------------------------------------------------------------
;The basic explosive damage inflicted to nearby units when detonated.
;------------------------------------------------------------------------------
Weapon BombTruckDefaultBombDamage
  PrimaryDamage = 1000.0            
  PrimaryDamageRadius = 40.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 65.0   
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  ;**** DON'T USE ANY EFFECTS!!! ****
End

;------------------------------------------------------------------------------
;A larger explosive damage inflicted immediately to nearby units if the 
;bomb-truck has the high-explosive upgrade.
;------------------------------------------------------------------------------
Weapon BombTruckHighExplosionBombDamage
  PrimaryDamage = 2000.0            
  PrimaryDamageRadius = 50.0      
  SecondaryDamage = 200.0          
  SecondaryDamageRadius = 85.0 
  DamageType = EXPLOSION
  DeathType = EXPLODED
  ProjectileObject = NONE
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 

  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
  ;**** DON'T USE ANY EFFECTS!!! ****
End

;------------------------------------------------------------------------------
;DEMO GENERAL VARIATION
;The basic explosive damage inflicted to nearby units when detonated.
;------------------------------------------------------------------------------
Weapon Demo_BombTruckDefaultBombDamage
  PrimaryDamage = 1000.0            
  PrimaryDamageRadius = 40.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 65.0   
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  ;**** DON'T USE ANY EFFECTS!!! ****
End

;------------------------------------------------------------------------------
;DEMO GENERAL VARIATION
;A larger explosive damage inflicted immediately to nearby units if the 
;bomb-truck has the high-explosive upgrade.
;------------------------------------------------------------------------------
Weapon Demo_BombTruckHighExplosionBombDamage
  PrimaryDamage = 2000.0            
  PrimaryDamageRadius = 50.0      
  SecondaryDamage = 200.0          
  SecondaryDamageRadius = 85.0 
  DamageType = EXPLOSION
  DeathType = EXPLODED
  ProjectileObject = NONE
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 

  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
  ;**** DON'T USE ANY EFFECTS!!! ****
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon BombTruckDefaultBombEffect
  FireFX = WeaponFX_BombTruckDefaultBombDetonation
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon BombTruckBioBombEffect
  FireFX = WeaponFX_BombTruckBioBombDetonation
  FireOCL = OCL_PoisonFieldMedium
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon BombTruckAnthraxBombEffect
  FireFX = WeaponFX_BombTruckAnthraxBombDetonation
  FireOCL = OCL_PoisonFieldUpgradedMedium
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon BombTruckHighExplosiveBombEffect
  FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon BombTruckHighExplosiveBioBombEffect
  FireFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation
  FireOCL = OCL_PoisonFieldMedium
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon BombTruckHighExplosiveAnthraxBombEffect
  FireFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation
  FireOCL = OCL_PoisonFieldUpgradedMedium
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon BombTruckAnthraxGammaBombEffect
  FireFX = WeaponFX_BombTruckAnthraxGammaBombDetonation
  FireOCL = OCL_PoisonFieldGammaMedium
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon Demo_BombTruckDefaultBombEffect
  FireFX = Demo_WeaponFX_BombTruckDefaultBombDetonation ;red variation
  FireSound = NoSound ; BombTruckBioBombDetonation
End

;------------------------------------------------------------------------------
;These do no damage at all -- just effects and setting up toxic fields
;------------------------------------------------------------------------------
Weapon Demo_BombTruckHighExplosiveBombEffect
  FireFX = Demo_WeaponFX_BombTruckHighExplosiveBombDetonation ;red variation
  FireSound = NoSound ; BombTruckBioBombDetonation
End



;------------------------------------------------------------------------------
Weapon EruptionOfToxicGooWeaponLarge
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 30.0
  SecondaryDamage = 20.0
  SecondaryDamageRadius = 55.0
  AttackRange = 0.0
  DamageType = POISON
  DeathType = POISONED
  WeaponSpeed = 999999
  ProjectileObject = NONE
  FireFX = WeaponFX_EruptionOfToxicGooLarge
  FireSound = ExplosionBattleshipTarget
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                      ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                ; how long to reload a Clip, msec
End

;------------------------------------------------------------------------------
Weapon EruptionOfToxicGooWeaponSmall
  PrimaryDamage = 30.0
  PrimaryDamageRadius = 30.0
  SecondaryDamage = 20.0
  SecondaryDamageRadius = 55.0
  AttackRange = 0.0
  DamageType = POISON
  DeathType = POISONED
  WeaponSpeed = 999999
  ProjectileObject = NONE
  FireFX = WeaponFX_EruptionOfToxicGooSmall
  FireSound = ExplosionBattleshipTarget
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                      ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                ; how long to reload a Clip, msec
End


;------------------------------------------------------------------------------
Weapon MilitiaTankGun
  PrimaryDamage = 35.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 120.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 400                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = GenericTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = MilitiaTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
   
  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon ArtilleryBarrageDamageWeapon
  PrimaryDamage         = 105.0     ;GS changed to what it was secretly doing pending review
  PrimaryDamageRadius   = 50.0      
  AttackRange           = 100.0
  DamageType            = EXPLOSION         
  DeathType             = EXPLODED
  WeaponSpeed           = 99999.0             
  ProjectileDetonationFX = FX_ArtilleryBarrage
  RadiusDamageAffects   = ENEMIES NEUTRALS ALLIES
  DelayBetweenShots     = 0    ; time between shots, msec
  ClipSize              = 1    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0    ; how long to reload a Clip, msec
  AutoReloadsClip       = No 
End

;------------------------------------------------------------------------------
Weapon VehicleCrashesIntoBuildingWeapon
  PrimaryDamage         = 30.0        ; token amount of damage    
  PrimaryDamageRadius   = 30.0      
  AttackRange           = 0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  ProjectileObject      = NONE
  FireFX                = FX_VehicleCrashesIntoBuilding
  FireOCL               = OCL_VehicleCrashesIntoBuilding
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
End

;------------------------------------------------------------------------------
Weapon VehicleCrashesIntoNonBuildingWeapon
  PrimaryDamage         = 30.0        ; token amount of damage    
  PrimaryDamageRadius   = 30.0      
  AttackRange           = 0
  DamageType            = CRUSH
  DeathType             = CRUSHED
  ProjectileObject      = NONE
  ; no FX or OCL.
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
End




;------------------------------------------------------------------------------
Weapon ArtilleryPlatformGun
  PrimaryDamage         = 100.0            
  PrimaryDamageRadius   = 10.0      
  ScatterRadius         = 15.0
  ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 350.0 ;500.0
  MinimumAttackRange = 50.0
  MinTargetPitch = -10                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 80                          ; ditto
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 150                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range                           ; dist/sec 
  ProjectileObject = StrategyCenterArtilleryShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX = FX_StrategyCenterBarrage
  FireSound = StrategyCenter_ArtilleryRound
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 7000              ; time between shots, msec
  ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End



; -----------------------------------------------------------------------------

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; GENERALS CHALLENGE WEAPONS
; -----------------------------------------------------------------------------
;------------------------------------------------------------------------------




;------------------------------------------------------------------------------
; CHEMICAL GENERAL
;------------------------------------------------------------------------------
Weapon GC_Chem_StingerMissileWeaponBeta
  PrimaryDamage = 20.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 225.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 750               ; ignored for projectile weapons
  ProjectileObject = GC_Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiGround = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileCollidesWith = STRUCTURES
End

Weapon GC_Chem_StingerMissileWeaponAirBeta
  PrimaryDamage = 30.0            
  PrimaryDamageRadius = 10.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 400.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = GC_Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  AntiBallisticMissile = Yes
End

Weapon GC_Chem_StingerMissileWeaponGamma
  PrimaryDamage = 40.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 225.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 750               ; ignored for projectile weapons
  ProjectileObject = GC_Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiGround = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileCollidesWith = STRUCTURES
End

Weapon GC_Chem_StingerMissileWeaponAirGamma
  PrimaryDamage = 50.0            
  PrimaryDamageRadius = 10.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 400.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = GC_Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  AntiBallisticMissile = Yes
End


;------------------------------------------------------------------------------
Weapon GC_Chem_TunnelDefenderRocketWeaponBeta
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = GC_Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
; ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

Weapon GC_Chem_TunnelDefenderRocketWeaponGamma
  PrimaryDamage               = 60.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = GC_Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_StingerMissileDetonation
; ProjectileDetonationOCL     = OCL_PoisonFieldGammaSmall
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

Weapon GC_Chem_TunnelDefenderRocketWeaponBetaAir
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = GC_Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

Weapon GC_Chem_TunnelDefenderRocketWeaponGammaAir
  PrimaryDamage               = 60.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = GC_Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

;------------------------------------------------------------------------------
Weapon GC_Chem_GLARebelGunBeta 
  PrimaryDamage               = 8.0  ;20.0            
  PrimaryDamageRadius         = 10.0  ;20.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0 ;125.0
  MinimumAttackRange          = 0 ;20.0
  DamageType                  = POISON
  DeathType                   = POISONED_BETA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectileUpgraded
  FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

Weapon GC_Chem_GLARebelGunGamma
  PrimaryDamage               = 10.0  ;60.0            
  PrimaryDamageRadius         = 10.0  ;20.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0 ;125.0
  MinimumAttackRange          = 0 ;20.0
  DamageType                  = POISON
  DeathType                   = POISONED_GAMMA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = GC_Chem_ToxinStreamProjectile
  FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
  ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End



;------------------------------------------------------------------------------
Weapon Chem_TunnelNetworkGunBeta
  PrimaryDamage               = 10.0 ;20.0            
  PrimaryDamageRadius         = 10   ;20.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 160.0
  MinimumAttackRange          = 0 ;20.0
  DamageType                  = POISON
  DeathType                   = POISONED_BETA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectileUpgraded
  FireFX                      = WeaponFX_ToxinTruckFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonationUpgraded
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon Chem_TunnelNetworkGunGamma
  PrimaryDamage               = 12.5  ;60.0            
  PrimaryDamageRadius         = 10.0  ;20.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 160.0
  MinimumAttackRange          = 0 ;20.0
  DamageType                  = POISON
  DeathType                   = POISONED_GAMMA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = GC_Chem_ToxinStreamProjectile
  FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
  ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon Chem_LargePoisonFieldWeaponGamma
  PrimaryDamage = 25.0            
  PrimaryDamageRadius = 140.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED_GAMMA
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = GC_Chem_WeaponFX_LargePoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon Chem_MediumPoisonFieldWeaponGamma
  PrimaryDamage = 2.5            
  PrimaryDamageRadius = 80.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED_GAMMA
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = GC_Chem_WeaponFX_MediumPoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon Chem_SmallPoisonFieldWeaponGamma
  PrimaryDamage = 2.5            
  PrimaryDamageRadius = 7.5     
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = POISON
  DeathType = POISONED_GAMMA
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = GC_Chem_WeaponFX_SmallPoisonFieldWeaponGamma ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500                ; time between shots, msec
End


;------------------------------------------------------------------------------
Weapon Chem_ToxinTruckGunGamma
  PrimaryDamage               = 20.5
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 10.0
  DamageType                  = POISON
  DeathType                   = POISONED_GAMMA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = GC_Chem_ToxinStreamProjectile
  FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
  ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon Chem_ToxinTruckGunGammaPlusOne
  PrimaryDamage               = 24.5
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 10.0
  DamageType                  = POISON
  DeathType                   = POISONED_GAMMA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = GC_Chem_ToxinStreamProjectile
  FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
  ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon Chem_ToxinTruckGunGammaPlusTwo
  PrimaryDamage               = 28.5
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 10.0
  DamageType                  = POISON
  DeathType                   = POISONED_GAMMA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = GC_Chem_ToxinStreamProjectile
  FireFX                      = GC_Chem_WeaponFX_ToxinFlameWeaponGamma
  ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinMissileDetonationGamma
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = GC_Chem_ToxinProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon HelixMinigunWeapon
  PrimaryDamage               = 6.0
  PrimaryDamageRadius         = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange                 = 120.0      
  DamageType                  = COMANCHE_VULCAN  ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms
  DeathType                   = NORMAL
  WeaponSpeed                 = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject            = NONE
  FireSound                   = HelixWeaponMachineGun
  FireFX                      = WeaponFX_Comanche20mmCannonFire
  VeterancyFireFX             = HEROIC WeaponFX_HeroicComanche20mmCannonFire
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 100         ; time between shots, msec
  ClipSize                    = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = Yes
End

;------------------------------------------------------------------------------
Weapon NapalmBombWeapon
  PrimaryDamage = 200.0
  PrimaryDamageRadius = 10.0
  SecondaryDamage = 45.0          
  SecondaryDamageRadius = 25.0  
  AttackRange = 100.0
  DamageType                  = EXPLOSION ; since creates OCL_FirestormSmall to do the flame damage
  DeathType                   = EXPLODED
  WeaponSpeed = 10                           ; dist/sec 
  MinimumAttackRange          = 0.0  
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  AntiGround                  = Yes
  FireOCL     = OCL_FireFieldLarge
  DamageDealtAtSelfPosition   = Yes
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  HistoricBonusTime = 4200
  HistoricBonusCount = 16
  HistoricBonusRadius = 100
  HistoricBonusWeapon = FirestormSmallCreationWeapon
End

;------------------------------------------------------------------------------
Weapon BlackNapalmBombWeapon
  PrimaryDamage               = 75.0            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 40.0          
  SecondaryDamageRadius       = 30.0  
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed = 10                           ; dist/sec 
  AttackRange                 = 10.0
  MinimumAttackRange          = 0 
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  AntiGround                  = Yes
  FireOCL     = OCL_BlackNapalmFirestormSmall
  DamageDealtAtSelfPosition   = Yes
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
End




;------------------------------------------------------------------------------
Weapon Chem_ToxinTruckSprayerGamma
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 2.5          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED_GAMMA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma
  ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon Chem_ToxinTruckSprayerGammaPlusOne
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 3.5          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED_GAMMA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma
  ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon Chem_ToxinTruckSprayerGammaPlusTwo
  PrimaryDamage               = 0            
  PrimaryDamageRadius         = 0.0      
  SecondaryDamage             = 4.5          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 15.0
  DamageType                  = POISON
  DeathType                   = POISONED_GAMMA
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckSprayProjectile
  FireFX                      = GC_Chem_WeaponFX_ToxinTruckSprayNozzleGamma
  ProjectileDetonationFX      = GC_Chem_WeaponFX_ToxinTruckSprayGroundGamma
  FireSound                   = ToxinTractorContaminate
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 200                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ContinuousFireCoast         = 300 ; msec we can coast without firing before we lose Continuous Fire (thus creating poisonfield!)
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon RadarVanBogusWeapon
  PrimaryDamage = 0.00001
  PrimaryDamageRadius = 0.0
  AttackRange = 110.0 ;Needs to see farther and match it's unit's sight range -- else troop crawlers will get slaughtered against tanks!
  DamageType = SMALL_ARMS
  DeathType = NORMAL
  WeaponSpeed = 0         ; dist/sec 
  ProjectileObject = NONE
  FireFX = None
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  AcceptableAimDelta = 180
End

;------------------------------------------------------------------------------
Weapon  MicrowaveTankVehicleDisabler
  PrimaryDamage         = 24.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 200.0
  DamageType            = SUBDUAL_VEHICLE
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ;WeaponSpeed           = 10.0          ; dist/sec (huge value == effectively instant)
  LaserName             = MicrowaveDisableStream
  LaserBoneName         = WEAPON02
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  FireSound             = MicrowaveWeaponLoop
  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
End

;------------------------------------------------------------------------------
Weapon  MicrowaveTankBuildingDisabler
  PrimaryDamage         = 50.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 200.0
  DamageType            = SUBDUAL_BUILDING
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ;WeaponSpeed           = 10.0          ; dist/sec (huge value == effectively instant)
  LaserName             = MicrowaveDisableStream
  LaserBoneName         = WEAPON02
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  FireSound             = MicrowaveWeaponLoop
  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
End

;------------------------------------------------------------------------------
Weapon  MicrowaveTankBuildingClearer
  PrimaryDamage         = 1.0 ; Number of passengers to kill with each shot
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 125.0
  DamageType            = KILL_GARRISONED
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  LaserName             = MicrowaveDisableStream
  LaserBoneName         = WEAPON02
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
;  FireSound = AngryMobAmbientLoop
;  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
End

;------------------------------------------------------------------------------
Weapon MicrowaveTankEmitterWeapon
  PrimaryDamage = 8.0            
  PrimaryDamageRadius = 100.0  
  DamageDealtAtSelfPosition = Yes
;  RadiusDamageAngle = 180  ; leaving field commented out in case anybody else wants to use it.  It's a good field.
  AttackRange = 100.0
  DamageType = MICROWAVE
  DeathType = BURNED 
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = FX_MicrowaveTankEmitter ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ENEMIES NOT_AIRBORNE
  DelayBetweenShots = 250                ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon  ECMTankVehicleDisabler
  PrimaryDamage         = 24.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 200.0
  DamageType            = SUBDUAL_VEHICLE
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  LaserName             = ECMDisableStream
  LaserBoneName         = WEAPONA01
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  FireSound = FrequencyJammerWeaponLoop
  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
End

;------------------------------------------------------------------------------
Weapon ECMTankMissileJammer
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 150.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType            = SUBDUAL_MISSILE
  DeathType             = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 
  RadiusDamageAffects = ENEMIES NEUTRALS 
  DelayBetweenShots = 650                ; time between shots, msec
  FireFX = FX_ECMTankMissileJammerPulse
End

;------------------------------------------------------------------------------
Weapon BattleShipGunReal
  PrimaryDamage         = 200.0            
  PrimaryDamageRadius   = 50.0      
  ScatterRadius         = 15.0
  ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 20000.0
  MinimumAttackRange = 50.0
  MinTargetPitch = 45                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 80                          ; ditto
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 500                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = GenericTankShell
  FireFX = WeaponFX_BattleshipBogusGun
  FireSound = BattleshipWeapon
  ProjectileDetonationFX = FX_StrategyCenterBarrage
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 250.0              ; time between shots, msec
  ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
  ClipSize = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 25000
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon NukeCannonNeutronWeapon
  PrimaryDamage           = 1.0
  PrimaryDamageRadius     = 10.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 350.0
  MinimumAttackRange      = 150.0
  DamageType              = EXPLOSION
  DeathType               = NORMAL
  WeaponSpeed             = 200         ; dist/sec 
  ProjectileObject        = NeutronCannonShell
  FireFX                  = WeaponFX_NukeCannonMuzzleFlash
  FireSound               = NukeCannonWeapon
  VeterancyFireFX         = HEROIC WeaponFX_HeroicNukeCannonMuzzleFlash
  ProjectileDetonationFX  = Neutron_WeaponFX_NukeCannon
  RadiusDamageAffects     = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE
  DelayBetweenShots       = 10000        ; time between shots, msec
  ClipSize                = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0            ; how long to reload a Clip, msec
End

Weapon NeutronMineWeapon
  PrimaryDamage           = 1.0
  PrimaryDamageRadius     = 10.0
  DamageType              = EXPLOSION
  DeathType               = NORMAL
  WeaponSpeed             = 0.01         ; dist/sec 
  ProjectileObject        = NeutronBlastObject
  FireFX                  = Neutron_WeaponFX_Mine
  RadiusDamageAffects     = SUICIDE SELF ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE ;ALLIES (Kris: no longer effects allies)
  DelayBetweenShots       = 100000        ; time between shots, msec
  ClipSize                = 1            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0            ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon ChinaCarpetBombWeapon
  PrimaryDamage = 300.0            
  PrimaryDamageRadius = 75.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR   
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon FireBaseHowitzerGun
  PrimaryDamage = 75.0
  PrimaryDamageRadius = 10.0
  ScatterRadiusVsInfantry = 15.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 275.0
  MinimumAttackRange = 50.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = EXPLOSION
  DeathType = NORMAL
  WeaponSpeed = 300         ; dist/sec 
  MinWeaponSpeed = 75        
  ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = StrategyCenterArtilleryShell ;GenericTankShell - travels correctly
  FireFX           = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX  = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = FX_FireBaseHowitzerExplosion
  FireSound = StrategyCenter_ArtilleryRound
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End


;------------------------------------------------------------------------------
Weapon Chem_ToxinShellWeaponGamma ; No extra damage, just lays down a damage field
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 1.0      
  AttackRange = 100.0
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
;  FireFX = WeaponFX_NapalmMissileDetonation
  FireOCL = OCL_PoisonFieldGammaSmall
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End

Weapon Chem_SCUDLauncherGunAnthraxGamma
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 350.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissile
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
  ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

Weapon Chem_SCUDBargeGunAnthraxGamma
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 700.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDBargeMissile
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
  ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

;------------------------------------------------------------------------------
Weapon Chem_SCUDLauncherGunAnthraxGammaPlusOne
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 25.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 450.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissilePlusOne
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
  ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End

;------------------------------------------------------------------------------
Weapon Chem_SCUDLauncherGunAnthraxGammaPlusTwo
  PrimaryDamage = 250.0            
  PrimaryDamageRadius = 30.0      
  SecondaryDamage = 50.0          
  SecondaryDamageRadius = 60.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 450.0
  MinimumAttackRange = 200.0
  PreAttackDelay = 500
  PreAttackType = PER_SHOT ; Do the delay every single shot
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  FireFX = FX_ScudLauncherIgnition
  ProjectileObject = SCUDMissilePlusTwo
  ProjectileExhaust = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
  ProjectileDetonationOCL = OCL_PoisonFieldGammaMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound = ScudLauncherWeapon
  DelayBetweenShots = 1
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000               ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

;  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher does not apply to poison missiles
End


;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;THE BABY SISTER OF ALL EXPLOSIONS... SNEAK ATTACK INITIAL "SHOVE"
;------------------------------------------------------------------------------
Weapon SneakAttackShockwaveWeaponSmall
  PrimaryDamage = 10            
  PrimaryDamageRadius = 35.0      
  AttackRange = 30.0

  ShockWaveAmount   = 10 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 10  ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.5    ; 0.5 means at the shockwave edge, the shockwave amount is 50%.


  DamageType = MELEE         
  DeathType = NORMAL
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 99999                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2500               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End

Weapon SneakAttackShockwaveWeaponMedium
  PrimaryDamage = 30            
  PrimaryDamageRadius = 50      
  AttackRange = 30.0

  ShockWaveAmount   = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 30 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.5    ;  means at the shockwave edge, the shockwave amount is 50%.


  DamageType = MELEE         
  DeathType = NORMAL
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 99999                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2500               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End


Weapon SneakAttackShockwaveWeaponBig
  PrimaryDamage = 50            
  PrimaryDamageRadius = 50      
  AttackRange = 30.0

  ShockWaveAmount   = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.5    ; means at the shockwave edge, the shockwave amount is 50%.


  DamageType = MELEE         
  DeathType = NORMAL
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 99999                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2500               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End





;------------------------------------------------------------------------------
Weapon Tank_BattleMasterTankGun
  PrimaryDamage           = 40.0
  PrimaryDamageRadius     = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 150.0
  MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch          = 15                          ; ditto
  DamageType              = ARMOR_PIERCING
  DeathType               = NORMAL
  WeaponSpeed             = 400                           ; dist/sec 
  WeaponRecoil            = 5                            ; angle to deflect the model when firing
  ProjectileObject        = BattleMasterTankShell
  FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
  FireSound               = BattlemasterTankWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 500               ; time between shots, msec
  ClipSize                = 3                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 2000              ; how long to reload a Clip, msec
  WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES WALLS 
End




;------------------------------------------------------------------------------
Weapon Tank_OverlordTankGun
  PrimaryDamage = 80 ;100.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage = 20.0
  SecondaryDamageRadius = 10.0
  AttackRange = 175.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 300                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = OverlordTankShell
  FireFX            = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX   = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = OverlordTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 300              ; time between shots, msec
  ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
  ClipSize = 2                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 1500              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon Infa_MiniGunnerGun 
  PrimaryDamage         = 10.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 125.0
  DamageType            = Gattling
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound             = RedGuardMinigunnerWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 500               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  ContinuousFireOne     = 6 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo     = 12 ; 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
End

;------------------------------------------------------------------------------
Weapon Infa_MiniGunnerGunAir
  PrimaryDamage         = 12.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = Gattling
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound             = RedGuardMinigunnerWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 500               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  ContinuousFireOne     = 6 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo     = 12 ; 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   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround            = No
End

;------------------------------------------------------------------------------
Weapon Infa_MiniGunnerGunAirOLD
  PrimaryDamage         = 12.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 350.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound             = GattlingTankWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 500               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  ContinuousFireOne     = 6 ; How many shots at the same target constitute "Continuous Fire"
  ContinuousFireTwo     = 12 ; 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   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround            = No
End




;------------------------------------------------------------------------------
Weapon GC_Slth_GLAJarmenKellVehiclePilotSniperRifle
  PrimaryDamage = 1.0
  PrimaryDamageRadius = 0.0
  AttackRange = 225.0
  DamageType = KILL_PILOT
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound = JarmenKellWeaponSnipe
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0           ; time between shots, msec
  ClipSize = 1                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 5000          ; how long to reload a Clip, msec
  AutoReloadsClip = Yes
End


;------------------------------------------------------------------------------
Weapon GC_Slth_GLAJarmenKellRifle
  PrimaryDamage = 180.0
  PrimaryDamageRadius = 0.0
  AttackRange = 225.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = GC_Slth_JarmenKellBullet
  FireFX = WeaponFX_GenericMachineGunFire
  FireSound = JarmenKellWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon GC_Slth_QuadCannonSnipeGun
  PrimaryDamage = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange = 300.0
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject = NONE
  FireFX = WeaponFX_GenericMachineGunFire                   ; so the ground lighting effects do not give away position while stealthed
  FireSound = PathfinderWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 100               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
Weapon Lazr_CrusaderTankGun
  PrimaryDamage           = 80.0
  PrimaryDamageRadius     = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 150.0
  MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch          = 15                          ; ditto
  DamageType              = ARMOR_PIERCING
  DeathType               = NORMAL
  WeaponSpeed             = 99999                           ; dist/sec 
  WeaponRecoil            = 5                            ; angle to deflect the model when firing
  LaserName               = Lazr_CrusaderLaserBeam
  LaserBoneName           = TurretMS01
  FireFX                  = Lazr_WeaponFX_LaserCrusader
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 2300               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
  ProjectileCollidesWith  = STRUCTURES WALLS 

  DelayBetweenShots       = 2000               ; time between shots, msec
End

;------------------------------------------------------------------------------
Weapon Lazr_PaladinTankGun
  PrimaryDamage = 70.0
  PrimaryDamageRadius = 3.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 99999                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  LaserName               = Lazr_PaladinLaserBeam
  LaserBoneName           = TurretMS01
  FireFX                  = Lazr_WeaponFX_LaserCrusader 
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon Lazr_PatriotMissileWeapon
  PrimaryDamage               =  40.0      
  PrimaryDamageRadius         =   3.0  
  ScatterRadiusVsInfantry     =  10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 225.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 999999.0
  LaserName               = Lazr_PatriotLaserBeam
  LaserBoneName           = WEAPONA01
  FireFX                  = Lazr_WeaponFX_LaserCrusader 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                   ; time between shots, msec
  ClipSize                    = 3                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  AntiBallisticMissile        = No
  RequestAssistRange          = 200    ; when I fire, my object will look around for things of
  ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileCollidesWith      = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon Lazr_PatriotMissileWeaponAir
  PrimaryDamage               = 35.0            
  PrimaryDamageRadius         = 3.0
  AttackRange                 = 350.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 999999.0
  LaserName               = Lazr_PaladinLaserBeam
  LaserBoneName           = WEAPONA01
  FireFX                  = Lazr_WeaponFX_Laser 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = No
  AntiBallisticMissile        = Yes
  RequestAssistRange          = 200    ; when I fire, my object will look around for things of
  ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileCollidesWith      = STRUCTURES
End

;------------------------------------------------------------------------------
; For use with the Assisted Targeting Update.  No Assist Listing and longer range
Weapon Lazr_PatriotMissileAssistWeapon
  PrimaryDamage               = 35.0            
  PrimaryDamageRadius         = 3.0  
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 450.0 ; at least Regular's range + regular's request assist range
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 999999.0               ; ignored for projectile weapons
  LaserName               = Lazr_PaladinLaserBeam
  LaserBoneName           = WEAPONA01
  FireFX                  = Lazr_WeaponFX_Laser 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 1000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = Yes
  ProjectileCollidesWith      = STRUCTURES
End


;------------------------------------------------------------------------------
Weapon GC_Chem_SuicideDynamitePackBeta
  PrimaryDamage = 500.0           ;was 150.0
  PrimaryDamageRadius = 18.0      ;was 6.0
  SecondaryDamage = 300.0         ;was 30.0
  SecondaryDamageRadius = 50.0    ;was 25.0
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicideDynamitePackDetonation
  FireSound = CarBomberDie
  FireOCL = OCL_PoisonFieldUpgradedMedium
End

;------------------------------------------------------------------------------
Weapon GC_Chem_SuicideDynamitePackGamma
  PrimaryDamage = 600.0           ;was 150.0
  PrimaryDamageRadius = 18.0      ;was 6.0
  SecondaryDamage = 300.0         ;was 30.0
  SecondaryDamageRadius = 50.0    ;was 25.0
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicideDynamitePackDetonation
  FireSound = CarBomberDie
  FireOCL = OCL_PoisonFieldGammaMedium
End


;------------------------------------------------------------------------------
Weapon GC_Chem_ScudStormWeapon
  PrimaryDamage = 0               ; not used for this weapon (it's "special")            
  PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
  AttackRange = 999999            ; not used for this weapon (it's "special")
  DamageType = EXPLOSION          ; not used for this weapon (it's "special")
  DeathType = EXPLODED
  WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  ProjectileObject = GC_Chem_ScudStormMissile
  ProjectileExhaust = ScudMissileExhaust
  FireFX = WeaponFX_ScudStormMissile
  FireSound = ScudStormLaunch
  ProjectileDetonationFX = ScudStormMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = Min:100 Max:1000
  ClipSize = 9
  ClipReloadTime = 10000 ; give it time to sink into the ground          
  AutoReloadsClip = Yes
  ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below

  ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
  ; These specific points are an even distribution simulating a 150 ScatterRadius.
  ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
  ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

  ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
  ScatterTarget = X: 0.000 Y: 0.133
  ScatterTarget = X: 0.133 Y:-0.200
  ScatterTarget = X:-0.067 Y: 0.667
  ScatterTarget = X: 0.300 Y: 0.300
  ScatterTarget = X: 0.767 Y: 0.000       
  ScatterTarget = X: 0.500 Y:-0.567        
  ScatterTarget = X:-0.333 Y:-0.800        
  ScatterTarget = X:-0.600 Y:-0.1333        
  ScatterTarget = X:-0.567 Y: 0.433        

  PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
  PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
  AcceptableAimDelta = 180 ; Don't need to turn at all.

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon Chem_ScudStormDamageWeaponGamma
  PrimaryDamage = 550.0
  PrimaryDamageRadius = 50.0 ;25.0
  SecondaryDamage = 200.0 ;100.0
  SecondaryDamageRadius = 200.0 ;50.0
  AttackRange = 200.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 600         ; dist/sec 
  FireFX = GC_Chem_WeaponFX_SCUDMissileDetonationAnthrax
  FireOCL = OCL_PoisonFieldGammaLarge  ; So this weapon will do normal damage, and create this object
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End


;------------------------------------------------------------------------------
Weapon ListeningOutpostUpgradedDummyWeapon
  PrimaryDamage         = 0.1
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 90.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 1000               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AcceptableAimDelta    = 180 ; I'm not really shooting, my buddies are.  So no need to turn
End

;------------------------------------------------------------------------------
Weapon BattleBusPassengerDummyWeapon
  PrimaryDamage         = 0.001
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 90.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 10000               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AcceptableAimDelta    = 180 ; I'm not really shooting, my buddies are.  So no need to turn
End

;------------------------------------------------------------------------------
Weapon Infa_ChinaVehicleTroopCrawlerDummyWeapon
  PrimaryDamage         = 0.001
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 60.0 ; Small enough that the minigunners at their bones can shoot their gun.
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 10000               ; time between shots, msec
  ClipSize              = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 0              ; how long to reload a Clip, msec
  AcceptableAimDelta    = 180 ; I'm not really shooting, my buddies are.  So no need to turn
End

;------------------------------------------------------------------------------
Weapon BunkerBusterShockwaveWeaponSmall
  PrimaryDamage = 10            
  PrimaryDamageRadius = 50.0      
  AttackRange = 30.0

  ShockWaveAmount   = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 50  ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.3    ; 0.3 means at the shockwave edge, the shockwave amount is 30%.


  DamageType = MELEE         
  DeathType = NORMAL
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 99999                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2500               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
End


;------------------------------------------------------------------------------
Weapon Demo_DemoTrapDetonationWeapon
  PrimaryDamage = 700.0            
  PrimaryDamageRadius = 25.0      
  SecondaryDamage = 500.0          
  SecondaryDamageRadius = 50.0    

  ShockWaveAmount   = 30 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 50  ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.7    ; 0.3 means at the shockwave edge, the shockwave amount is 30%.

  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  FireFX = WeaponFX_DemoTrapDetonation
  PlayFXWhenStealthed = Yes
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon Demo_SuicideDynamitePack  
  PrimaryDamage = 500.0           ;was 150.0
  PrimaryDamageRadius = 18.0      ;was 6.0
  SecondaryDamage = 300.0         ;was 30.0
  SecondaryDamageRadius = 50.0    ;was 25.0
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES 
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_DemoSuicideDynamitePackDetonation
  FireSound = CarBomberDie
End


;------------------------------------------------------------------------------
Weapon Demo_SuicideDynamitePackPlusFire
  PrimaryDamage = 500.0           ;was 150.0
  PrimaryDamageRadius = 18.0      ;was 6.0
  SecondaryDamage = 300.0         ;was 30.0
  SecondaryDamageRadius = 50.0    ;was 25.0
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES 
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_DemoSuicideDynamitePackDetonationPlusFire
  FireSound = CarBomberDie
End

;------------------------------------------------------------------------------
Weapon Demo_TerroristOnCombatBikeSuicideDynamitePack
  PrimaryDamage = 800.0           ;was 150.0
  PrimaryDamageRadius = 18.0      ;was 6.0
  SecondaryDamage = 500.0         ;was 30.0
  SecondaryDamageRadius = 50.0    ;was 25.0
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES 
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicideDynamitePackDetonation
  FireSound = CarBomberDie
End


;------------------------------------------------------------------------------
Weapon Demo_TerroristOnCombatBikeSuicideDynamitePackPlusFire
  PrimaryDamage = 800.0           ;was 150.0
  PrimaryDamageRadius = 18.0      ;was 6.0
  SecondaryDamage = 500.0         ;was 30.0
  SecondaryDamageRadius = 50.0    ;was 25.0
  AttackRange = 5.0       ; must be very close to use this weapon!
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes   ; this is a suicide bomber... remember?
  RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES 
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
  FireFX = WeaponFX_SuicideDynamitePackDetonationPlusFire
  FireSound = CarBomberDie
End


;------------------------------------------------------------------------------
Weapon AirF_PointDefenseLaser
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 65.0 
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 250         ; time between shots, msec
  ;DelayBetweenShots   = 1000         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  AcceptableAimDelta  = 180          ; Don't need to turn at all.
  AntiSmallMissile    = Yes
  AntiProjectile      = No
  LaserName           = AirF_PointDefenseLaserBeam
  LaserBoneName       = WeaponA01
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End




;------------------------------------------------------------------------------
Weapon CruiseMissileWeapon
  PrimaryDamage = 0               ; not used for this weapon (it's "special")            
  PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
  AttackRange = 99999             ; not used for this weapon (it's "special")
  DamageType = RADIATION          ; not used for this weapon (it's "special")
  DeathType = NORMAL
  WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  ProjectileObject = CruiseMissile
  ProjectileExhaust = NeutronMissileExhaust
  FireFX = WeaponFX_NeutronMissile
  ProjectileDetonationFX = None   ; not used for this weapon (it's "special")
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0           ; not used for this weapon (it's "special")
  ClipSize = 1                    ; not used for this weapon (it's "special")
  ClipReloadTime = 0              ; not used for this weapon (it's "special")
  AutoReloadsClip = No            ; not used for this weapon (it's "special")
End
;------------------------------------------------------------------------------
; CHEMICAL GENERAL
;------------------------------------------------------------------------------
Weapon Chem_StingerMissileWeaponBeta
  PrimaryDamage = 20.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 225.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 750               ; ignored for projectile weapons
  ProjectileObject = Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiGround = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileCollidesWith = STRUCTURES
End

Weapon Chem_StingerMissileWeaponAirBeta
  PrimaryDamage = 30.0            
  PrimaryDamageRadius = 10.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 400.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  AntiBallisticMissile = Yes
End

Weapon Chem_StingerMissileWeaponGamma
  PrimaryDamage = 40.0            
  PrimaryDamageRadius = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 225.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 750               ; ignored for projectile weapons
  ProjectileObject = Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiGround = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileCollidesWith = STRUCTURES
End

Weapon Chem_StingerMissileWeaponAirGamma
  PrimaryDamage = 50.0            
  PrimaryDamageRadius = 10.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 400.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0  ; time between shots, msec
  ClipSize = 1             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireFX = FX_StingerMissileIgnition
  FireSound = StingerMissileWeapon
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  AntiBallisticMissile = Yes
End


;------------------------------------------------------------------------------
Weapon Chem_TunnelDefenderRocketWeaponBeta
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
; ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiGround = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

Weapon Chem_TunnelDefenderRocketWeaponGamma
  PrimaryDamage               = 60.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle = No
  AntiAirborneInfantry = No
  AntiGround = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

Weapon Chem_TunnelDefenderRocketWeaponBetaAir
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

Weapon Chem_TunnelDefenderRocketWeaponGammaAir
  PrimaryDamage               = 60.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = Chem_StingerMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = No
  AntiGround = No
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

;------------------------------------------------------------------------------
Weapon Chem_ScorpionMissileWeapon
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 5.0      
  SecondaryDamage = 80.0          
  SecondaryDamageRadius = 25.0    
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinimumAttackRange = 40.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = ScorpionMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = ScorpionMissileWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 15000  ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ;ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

;------------------------------------------------------------------------------
Weapon Chem_ScorpionMissileWeaponGamma
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 5.0      
  SecondaryDamage = 80.0          
  SecondaryDamageRadius = 25.0    
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinimumAttackRange = 40.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = ScorpionMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = ScorpionMissileWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 15000  ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  ProjectileDetonationOCL     = OCL_PoisonFieldGammaSmall

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End


;------------------------------------------------------------------------------
Weapon Chem_ScorpionTankGunPlusOne
  PrimaryDamage = 25.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 400                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = ScorpionTankShell
  FireFX = WeaponFX_GenericTankGunNoTracerSmall
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  ;Commented out to show it has been moved to ScorpionTankGunFXWeapon, 
  ;because the art for the Toxin shell version incorporates the normal explosion.
;  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = ScorpionTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec


  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
  ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
End

;------------------------------------------------------------------------------
Weapon Chem_ScorpionMissileWeaponPlusTwo
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 5.0      
  SecondaryDamage = 80.0          
  SecondaryDamageRadius = 25.0    
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinimumAttackRange = 40.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = ScorpionMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = ScorpionMissileWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200  ; time between shots, msec
  ClipSize = 2            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 15000  ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
  ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
End
;------------------------------------------------------------------------------
Weapon Chem_TunnelDefenderBikerRocketWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = TunnelDefenderMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiAirborneVehicle = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
; ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
  AcceptableAimDelta    = 20.0
End

;------------------------------------------------------------------------------
Weapon Chem_TunnelDefenderBikerRocketWeaponGamma
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = TunnelDefenderMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiAirborneVehicle = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
; ProjectileDetonationOCL     = OCL_PoisonFieldGammaSmall
  AcceptableAimDelta    = 20.0
End




;------------------------------------------------------------------------------
Weapon Chem_TechnicalRPGWeapon
  PrimaryDamage               = 50.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 0.0              ; When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 150.0
  MinimumAttackRange          = 5.0               ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION         ; ignored for projectile weapons
  DeathType                   = EXPLODED
  ProjectileObject            = TechnicalRPGMissile
  ProjectileExhaust           = InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicInfantryStingerMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0                 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000              ; time between shots, msec
  ClipSize                    = 0                 ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                 ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = TunnelRocketWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  ProjectileDetonationOCL     = OCL_PoisonFieldUpgradedSmall
End


;------------------------------------------------------------------------------
Weapon SupW_AuroraFuelBombWeapon
  PrimaryDamage           = 400.0            
  PrimaryDamageRadius     = 20.0      
  AttackRange             = 300.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
  DamageType              = AURORA_BOMB
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = SupW_AuroraFuelAirBomb

 ; FireFX                  = FX_AuroraBombLaunch
;  ProjectileDetonationFX  = FX_AuroraBombDetonate
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 5000              ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES
End



;------------------------------------------------------------------------------
Weapon SupW_FuelBombDetonationWeapon
  PrimaryDamage = 1000.0            
  PrimaryDamageRadius = 100.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  ShockWaveAmount   = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 40.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.33    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
  AutoReloadsClip = No 
End



;------------------------------------------------------------------------------
Weapon SupW_PatriotMissileWeapon
  PrimaryDamage               = 15.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 5.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 275.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1             ; locomotor specifies speed.
  ProjectileObject            = PatriotMissileEMP
  ProjectileExhaust           = MissileExhaust
  FireSound                   = PatriotBatteryWeapon
  FireFX                      = FX_BuggyMissileIgnition
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 100                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  AntiBallisticMissile        = No
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RequestAssistRange          = 200    ; when I fire, my object will look around for things of
  ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End

;------------------------------------------------------------------------------
Weapon SupW_PatriotMissileWeaponAir
  PrimaryDamage               = 30.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 5.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 400.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 400
  ProjectileObject            = PatriotMissileEMP
  ProjectileExhaust           = MissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = PatriotBatteryWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 100                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = No
  AntiBallisticMissile        = Yes
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RequestAssistRange          = 200    ; when I fire, my object will look around for things of
  ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileDetonationOCL = SupW_OCL_PatriotEMPEffectSpheroid
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End



;------------------------------------------------------------------------------
; For use with the Assisted Targeting Update.  No Assist Listing and longer range
Weapon SupW_PatriotMissileAssistWeapon
  PrimaryDamage               = 25.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 450.0 ; at least Regular's range + regular's request assist range
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = PatriotMissileEMP
  ProjectileExhaust           = MissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = PatriotBatteryWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                   ; time between shots, msec
  ClipSize                    = 4                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 1000               ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = Yes
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileDetonationOCL     = SupW_OCL_PatriotEMPEffectSpheroid
  ProjectileCollidesWith      = STRUCTURES
End

Weapon SupW_EMPBlast
  PrimaryDamage               = 0.0            
  PrimaryDamageRadius         = 0.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 450.0 ; at least Regular's range + regular's request assist range
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1               ; ignored for projectile weapons
  ProjectileObject            = PatriotMissileEMPHelper
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ClipSize                    = 1
End

;------------------------------------------------------------------------------
Weapon Nuke_NukeMissileWeapon 
  PrimaryDamage               = 150.0           
  PrimaryDamageRadius         = 50.0 
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 60.0         
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  AttackRange                 = 320.0
  MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
  ProjectileObject            = NapalmMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = WeaponFX_NapalmMissile
  FireSound                   = MigJetNapalmWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR   
  AcceptableAimDelta          = 30 
  DelayBetweenShots           = 300             ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000               ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
  AntiGround                  = Yes
  ProjectileDetonationFX      = Nuke_WeaponFX_NukeCannon
  ProjectileDetonationOCL     = OCL_RadiationFieldMedium
  DamageDealtAtSelfPosition   = Yes
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  ShowsAmmoPips               = Yes
  ShockWaveAmount             = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius             = 50.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff           = 0.40    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.

End


;------------------------------------------------------------------------------
Weapon AirF_AuroraBombWeapon
  ;PrimaryDamage           = 200.0            
  ;PrimaryDamageRadius     = 40.0      
  PrimaryDamage           = 2.0            
  PrimaryDamageRadius     = 4.0      
  AttackRange             = 300.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
  DamageType              = AURORA_BOMB
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = AirF_AuroraBomb
;  FireFX                  = FX_AuroraBombLaunch
;  ProjectileDetonationFX  = FX_AuroraBombDetonate
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 5000              ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES
End



;------------------------------------------------------------------------------
Weapon AirF_RaptorPointDefenseLaser
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 65.0 
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 250         ; time between shots, msec
  ;DelayBetweenShots   = 1000         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  AcceptableAimDelta  = 180          ; Don't need to turn at all.
  AntiSmallMissile    = Yes
  AntiProjectile      = No
  LaserName           = AvengerPointDefenseLaserBeam
  LaserBoneName       = WeaponA01
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End





Weapon AirF_RaptorJetMissileWeapon
  PrimaryDamage               = 125.0            
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 350.0
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = AirF_RaptorMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 75 ;150
  ClipSize                    = 6 
  ClipReloadTime              = 2000
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End


;------------------------------------------------------------------------------
Weapon AirF_RaptorJetLaserGuidedMissileWeapon
  PrimaryDamage               = 140.0            
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 350.0
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = AirF_RaptorMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 75 ;150
  ClipSize                    = 6 
  ClipReloadTime              = 2000
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End





;------------------------------------------------------------------------------
Weapon AirF_AuroraBombDetonationWeapon
  PrimaryDamage = 1000.0            
  PrimaryDamageRadius = 100.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  ShockWaveAmount   = 150.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 100.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.33    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
End




;------------------------------------------------------------------------------
Weapon Demo_ScudStormDamageWeapon
  PrimaryDamage = 600.0
  PrimaryDamageRadius = 75.0
  SecondaryDamage = 150.0
  SecondaryDamageRadius = 200.0 
  AttackRange = 200.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 700         ; dist/sec 
  FireFX = Demo_ScudStormMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
  ;NOTE: Removed the meta-physics for these missiles because it was causing some missles to stop and rotate in place.  
  ;I don't know how to fix this. - Comes 6/03
;  ShockWaveAmount   = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
;  ShockWaveRadius     = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
;  ShockWaveTaperOff  = 0.50    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
End



;------------------------------------------------------------------------------
Weapon Demo_ScudStormWeapon
  PrimaryDamage = 0               ; not used for this weapon (it's "special")            
  PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
  AttackRange = 999999            ; not used for this weapon (it's "special")
  DamageType = EXPLOSION          ; not used for this weapon (it's "special")
  DeathType = EXPLODED
  WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  ProjectileObject = Demo_ScudStormMissile
  ProjectileExhaust = ScudMissileExhaust
  FireFX = WeaponFX_ScudStormMissile
  FireSound = ScudStormLaunch
  ProjectileDetonationFX = ScudStormMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = Min:100 Max:1000
  ClipSize = 9
  ClipReloadTime = 10000 ; give it time to sink into the ground          
  AutoReloadsClip = Yes
  ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below

  ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
  ; These specific points are an even distribution simulating a 150 ScatterRadius.
  ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
  ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

  ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
  ScatterTarget = X: 0.000 Y: 0.133
  ScatterTarget = X: 0.133 Y:-0.200
  ScatterTarget = X:-0.067 Y: 0.667
  ScatterTarget = X: 0.300 Y: 0.300
  ScatterTarget = X: 0.767 Y: 0.000       
  ScatterTarget = X: 0.500 Y:-0.567        
  ScatterTarget = X:-0.333 Y:-0.800        
  ScatterTarget = X:-0.600 Y:-0.1333        
  ScatterTarget = X:-0.567 Y: 0.433        

  PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
  PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
  AcceptableAimDelta = 180 ; Don't need to turn at all.
  ProjectileCollidesWith = STRUCTURES
End




;------------------------------------------------------------------------------
Weapon Nuke_SmallRadiationFieldWeapon
  PrimaryDamage = 15.0            
  PrimaryDamageRadius = 35.0      
  AttackRange = 15.0
  MinimumAttackRange = 0.0
  DamageType = RADIATION
  DeathType = NORMAL
  WeaponSpeed = 600                     ;  dist/sec 

  FireFX = WeaponFX_SmallRadiationFieldWeapon ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too

  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 750                ; time between shots, msec
End






Weapon Nuke_ChinaCarpetBombWeapon
  PrimaryDamage = 300.0            
  PrimaryDamageRadius = 75.0      
  AttackRange = 100.0
  DamageType = EXPLOSION         
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  FireOCL          = OCL_RadiationFieldMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS  NOT_SIMILAR  
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0               ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  ShockWaveAmount   = 75.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect    
  ShockWaveRadius     = 75.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
  ShockWaveTaperOff  = 0.50    ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
End




;------------------------------------------------------------------------------
Weapon Nuke_BattleMasterTankGun
  PrimaryDamage           = 60.0
  PrimaryDamageRadius     = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 150.0
  MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch          = 15                          ; ditto
  DamageType              = ARMOR_PIERCING
  DeathType               = NORMAL
  WeaponSpeed             = 400                           ; dist/sec 
  WeaponRecoil            = 5                            ; angle to deflect the model when firing
  ProjectileObject        = Nuke_BattleMasterTankShell
  FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
  FireSound               = BattlemasterTankWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 2000               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
  WeaponBonus             = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
  ProjectileCollidesWith  = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon Nuke_NukeShellWeapon
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 1.0      
  AttackRange = 100.0
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  ;FireFX = WeaponFX_NapalmMissileDetonation
  FireOCL = Nuke_OCL_RadiationFieldSmall
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End





;------------------------------------------------------------------------------
Weapon Nuke_NuclearTankDeathWeapon
  PrimaryDamage               = 110.0 ;was 25 
  PrimaryDamageRadius         = 80.0 ;was 25     
  SecondaryDamage             = 70.0 ;was 10         
  SecondaryDamageRadius       = 100.0 ;was 75   
  AttackRange                 = 100.0
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  WeaponSpeed                 = 99999.0
  ProjectileObject            = NONE
  FireFX                      = Nuke_WeaponFX_NapalmMissileDetonation
  FireOCL                     = OCL_RadiationFieldSmall
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 0                   ; time between shots, msec
  ClipSize                    = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip             = No 
  AntiGround                  = Yes
  DamageDealtAtSelfPosition   = Yes
End











;------------------------------------------------------------------------------
Weapon Nuke_OverlordTankGun
  PrimaryDamage = 80 ;100.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage = 20.0
  SecondaryDamageRadius = 10.0
  AttackRange = 175.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 300                           ; dist/sec 
  WeaponRecoil = 5                            ; angle to deflect the model when firing
  ProjectileObject = Nuke_OverlordTankShell
  FireFX            = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX   = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = OverlordTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 300              ; time between shots, msec
  ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
  ClipSize = 2                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000              ; how long to reload a Clip, msec
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells
  ProjectileCollidesWith = STRUCTURES WALLS 
End





;;------------------------------------------------------------------------------
Weapon SupW_PointDefenseDroneLaserWeapon
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 65.0 
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 200         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  AcceptableAimDelta  = 180          ; Don't need to turn at all.
  AntiSmallMissile    = Yes
  AntiProjectile      = No
  LaserName           = SupW_PointDefenseDroneLaserBeam
  LaserBoneName       = MUZZLE01
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End

;------------------------------------------------------------------------------
Weapon SupW_DefenseEmitterWeapon
  PrimaryDamage = 15.0            
  PrimaryDamageRadius = 50.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = RADIATION
  DeathType = NORMAL
  WeaponSpeed = 1000                     ;  dist/sec 

  ;FireFX = SupW_FX_DefenseEmitter ; This FxList is marked UseCallersRadius,
  ; so the damage range can be tweaked and it will change the effect's radius too
  ;As it has been decided not to use this effect SteveM has commented it out.

  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 750                ; time between shots, msec
End


;------------------------------------------------------------------------------
Weapon SupW_NeutronMissileWeapon
  PrimaryDamage = 0               ; not used for this weapon (it's "special")            
  PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
  AttackRange = 99999             ; not used for this weapon (it's "special")
  DamageType = RADIATION          ; not used for this weapon (it's "special")
  DeathType = NORMAL
  WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  ProjectileObject = SupW_NeutronMissile
  ProjectileExhaust = NeutronMissileExhaust
  FireFX = WeaponFX_NeutronMissile
  ProjectileDetonationFX = None   ; not used for this weapon (it's "special")
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0           ; not used for this weapon (it's "special")
  ClipSize = 1                    ; not used for this weapon (it's "special")
  ClipReloadTime = 0              ; not used for this weapon (it's "special")
  AutoReloadsClip = No            ; not used for this weapon (it's "special")
End




;------------------------------------------------------------------------------
Weapon Chem_ScudStormWeapon
  PrimaryDamage = 0               ; not used for this weapon (it's "special")            
  PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
  AttackRange = 999999            ; not used for this weapon (it's "special")
  DamageType = EXPLOSION          ; not used for this weapon (it's "special")
  DeathType = EXPLODED
  WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  ProjectileObject = Chem_ScudStormMissile
  ProjectileExhaust = ScudMissileExhaust
  FireFX = WeaponFX_ScudStormMissile
  FireSound = ScudStormLaunch
  ProjectileDetonationFX = ScudStormMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = Min:100 Max:1000
  ClipSize = 9
  ClipReloadTime = 10000 ; give it time to sink into the ground          
  AutoReloadsClip = Yes
  ScatterRadius   = 0;changed to zero, unless you want to soften the results of the table below

  ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
  ; These specific points are an even distribution simulating a 150 ScatterRadius.
  ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
  ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

  ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
  ScatterTarget = X: 0.000 Y: 0.133
  ScatterTarget = X: 0.133 Y:-0.200
  ScatterTarget = X:-0.067 Y: 0.667
  ScatterTarget = X: 0.300 Y: 0.300
  ScatterTarget = X: 0.767 Y: 0.000       
  ScatterTarget = X: 0.500 Y:-0.567        
  ScatterTarget = X:-0.333 Y:-0.800        
  ScatterTarget = X:-0.600 Y:-0.1333        
  ScatterTarget = X:-0.567 Y: 0.433        

  PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
  PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
  AcceptableAimDelta = 180 ; Don't need to turn at all.

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
End


;------------------------------------------------------------------------------
Weapon Chem_SuicideWeaponGamma ; No extra damage, just lays down a damage field
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 10.0      
  AttackRange = 100.0
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
;  FireFX = WeaponFX_NapalmMissileDetonation
  FireOCL = OCL_PoisonFieldGammaSmall
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End

;------------------------------------------------------------------------------
Weapon Chem_SuicideWeapon ; No extra damage, just lays down a damage field
  PrimaryDamage = 200.0
  PrimaryDamageRadius = 10.0      
  AttackRange = 100.0
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  FireFX = WeaponFX_ToxinShellWeapon
  FireOCL = OCL_PoisonFieldSmall
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End

;------------------------------------------------------------------------------
Weapon Chem_SuicideWeaponBeta ; No extra damage, just lays down a damage field
  PrimaryDamage = 200.0            
  PrimaryDamageRadius = 10.0      
  AttackRange = 100.0
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
;  FireFX = WeaponFX_NapalmMissileDetonation
  FireOCL = OCL_PoisonFieldUpgradedSmall
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0                   ; time between shots, msec
  ClipSize = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip = No 
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End

;------------------------------------------------------------------------------
Weapon Chem_DemoTrapDetonationWeaponBeta
  PrimaryDamage = 250.0            
  PrimaryDamageRadius = 25.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 50.0    
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  FireFX = WeaponFX_DemoTrapDetonation
  FireOCL = OCL_PoisonFieldUpgradedMedium
; FireOCL = OCL_PoisonFieldGammaMedium
  PlayFXWhenStealthed = Yes
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon Chem_DemoTrapDetonationWeaponGamma
  PrimaryDamage = 250.0            
  PrimaryDamageRadius = 25.0      
  SecondaryDamage = 100.0          
  SecondaryDamageRadius = 50.0    
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  FireFX = WeaponFX_DemoTrapDetonation
; FireOCL = OCL_PoisonFieldUpgradedMedium
  FireOCL = OCL_PoisonFieldGammaMedium
  PlayFXWhenStealthed = Yes
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End


;------------------------------------------------------------------------------
Weapon BunkerBusterAntiTunnelGarrisonWeaponWithABigName
  PrimaryDamage = 400.0            
  PrimaryDamageRadius = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
End

;------------------------------------------------------------------------------
Weapon HelixNukeBombDetonationWeaponWithAnEvenLongerName
  PrimaryDamage               = 300.0  
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 60.0    
  AttackRange                 = 100.0
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  WeaponSpeed                 = 99999.0
  ProjectileObject            = NONE
  FireFX                      = Nuke_WeaponFX_NukeCannon
  FireOCL                     = OCL_RadiationFieldMedium 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 0                   ; time between shots, msec
  ClipSize                    = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip             = No 
  AntiGround                  = Yes
  DamageDealtAtSelfPosition   = Yes
End

;------------------------------------------------------------------------------
Weapon Nuke_MiGMissileWeapon 
  PrimaryDamage               = 100.0            
  PrimaryDamageRadius         = 5.0      
  SecondaryDamage             = 40.0          
  SecondaryDamageRadius       = 30.0  
  DamageType                  = JET_MISSILES ; since creates FireField to do the flame damage
  DeathType                   = EXPLODED
  AttackRange                 = 320.0
  MinimumAttackRange          = 80.0 ; used to be 100.0, but that was too large for mig/missile speed
  ProjectileObject            = NapalmMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = WeaponFX_NapalmMissile
  FireSound                   = MigJetNapalmWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  AcceptableAimDelta          = 30
  DelayBetweenShots           = 300             ; time between shots, msec
  ClipSize                    = 2                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 8000               ; how long to reload a Clip, msec
  AutoReloadsClip             = RETURN_TO_BASE                 ; must return to base to reload this weapon
  AntiGround                  = Yes
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  ProjectileDetonationOCL     = OCL_RadiationFieldSmall
  DamageDealtAtSelfPosition   = Yes
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End
;---------------------------------------------------------------------------------

Weapon BuggyRocketREDWeapon
  PrimaryDamage               = 20.0            
  PrimaryDamageRadius         = 0.0      
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 300.0
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileDetonationFX      = WeaponFX_DEMOGENRocketBuggyMissileDetonation
  ProjectileObject            = RocketBuggyMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AutoReloadWhenIdle          = 6100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon 
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End
;------------------------------------------------------------------------------

Weapon REDMarauderTankGun
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 300                           ; dist/sec 
  WeaponRecoil = 10                            
  ProjectileObject = MarauderTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation
  FireSound = MarauderTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 

End

;------------------------------------------------------------------------------
Weapon REDMarauderTankGunUpgradeOne
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 5.0
  AttackRange = 150.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 400                           ; dist/sec 
  WeaponRecoil = 10                            ; angle to deflect the model when firing
  ProjectileObject = MarauderTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation
  FireSound = MarauderTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1500        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon REDMarauderTankGunUpgradeTwo
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 500                           ; dist/sec 
  WeaponRecoil = 10                            ; angle to deflect the model when firing
  ProjectileObject = MarauderTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_DEMOGenericTankShellDetonation
  FireSound = MarauderTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 750           ; time between shots, msec
  ClipSize = 2                      ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 100              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

;------------------------------------------------------------------------------
Weapon REDScorpionMissileWeapon
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 5.0      
  SecondaryDamage = 80.0          
  SecondaryDamageRadius = 25.0    
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinimumAttackRange = 40.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = ScorpionMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = ScorpionMissileWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200  ; time between shots, msec
  ClipSize = 1            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 15000  ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End
;------------------------------------------------------------------------------
Weapon REDScorpionMissileWeaponPlusTwo
  PrimaryDamage = 100.0            
  PrimaryDamageRadius = 5.0      
  SecondaryDamage = 80.0          
  SecondaryDamageRadius = 25.0    
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinimumAttackRange = 40.0
  DamageType = EXPLOSION          ; ignored for projectile weapons
  DeathType = EXPLODED
  WeaponSpeed = 600               ; ignored for projectile weapons
  ProjectileObject = ScorpionMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = ScorpionMissileWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 200  ; time between shots, msec
  ClipSize = 2            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 15000  ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  ProjectileDetonationFX = WeaponFX_DEMOGENRocketBuggyMissileDetonation

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

Weapon DEMO_SCUDLauncherGunExplosive
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 350.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = SCUDMissile
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_DEMO_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
End
Weapon DEMO_SCUDBargeGunExplosive
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 350.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = SCUDBargeMissile
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_DEMO_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
End


;------------------------------------------------------------------------------
Weapon DEMO_SCUDLauncherGunExplosivePlusOne
  PrimaryDamage               = 300.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 450.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = SCUDMissilePlusOne
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_DEMO_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
End

;------------------------------------------------------------------------------
Weapon DEMO_SCUDLauncherGunExplosivePlusTwo
  PrimaryDamage               = 400.0            
  PrimaryDamageRadius         = 50.0      
  SecondaryDamage             = 75.0          
  SecondaryDamageRadius       = 100.0    
  ScatterRadiusVsInfantry     = 30.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 450.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT ; Do the delay every single shot
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = SCUDMissilePlusTwo
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_DEMO_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 1
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 10000            ; how long to reload a Clip, msec
  ; Uses a clip of one to get the Reloading modelcondition

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES

  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%  ; AP rockets upgrade for SCUD launcher
End

;-----------------------------------------------------------------------------------

Weapon DEMO_TunnelDefenderBikerRocketWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = TunnelDefenderMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_DEMORocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiAirborneVehicle = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
  AcceptableAimDelta    = 20.0
End

Weapon DemoTunnelDefenderRocketWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  MinimumAttackRange          = 5.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = INFANTRY_MISSILE  ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileObject            = TunnelDefenderMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = RPGTrooperWeapon
  FireFX                      = None
  ProjectileDetonationFX      = WeaponFX_DEMOGENRocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiAirborneVehicle = Yes
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
End

;------------------------------------------------------------------------------
Weapon DemoScorpionTankGunFXWeapon
  PrimaryDamage = 0.0
  PrimaryDamageRadius = 0.0
  AttackRange = 125.0
  FireFX = WeaponFX_DEMOGenericTankShellDetonation
End
;--------------------------------------------------------------------------------
;ENERGY MOD
;--------------------------------------------------------------------------------

;------------------------------------------------------------------------------
Weapon MineLayerPlantMines
  PrimaryDamage = 0.0            
  PrimaryDamageRadius = 0.0      
  AttackRange = 0.0
  DamageType = UNRESISTABLE
  DeathType = NORMAL
  WeaponSpeed = 99999.0             
  ProjectileObject = ChinaVehicleMineLayerPlaceMineObject
  FireFX = WeaponFX_MineFieldPlaced
  RadiusDamageAffects = NEUTRALS
  DelayBetweenShots = 1              
  ClipSize = 1                        
  ClipReloadTime = 30000                  
  AutoReloadsClip = Yes
  ProjectileCollidesWith  = STRUCTURES WALLS  
End
;------------------------------------------------------------------------------
Weapon MineLayerMines
  PrimaryDamage = 50.0            
  PrimaryDamageRadius = 3.0      
  SecondaryDamage = 90.0          
  SecondaryDamageRadius = 5.0    
  AttackRange = 0.0
  DamageType = LAND_MINE
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  FireFX = WeaponFX_MineDetonation
  RadiusDamageAffects = ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No 
End

;------------------------------------------------------------------------------
Weapon SEALMachineGunWeapon
  PrimaryDamage         = 10.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 100.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_GenericMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound             = MP5
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 100        ; time between shots, msec
  ClipSize              = 7                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 1000              ; how long to reload a Clip, msec
End
;------------------------------------------------------------------------------
Weapon CropDusterFakeWeapon
  PrimaryDamage           = 1.0             
  AttackRange             = 100.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 10          ; we don't really need to be aimed directly at the target.
  DamageType              = UNRESISTABLE
  DeathType               = EXPLODED
  WeaponSpeed             = 200
  MinimumAttackRange = 5.0
  ProjectileObject  = CropDusterFakeBomb
  ProjectileExhaust = PoisonFieldSmall2
  DelayBetweenShots = 50
  ScatterRadius   = 100
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 12         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 500        ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes
  ProjectileCollidesWith  = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon CropDusterFakeWeaponBeta
  PrimaryDamage           = 1.0             
  AttackRange             = 100.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 10          ; we don't really need to be aimed directly at the target.
  DamageType              = UNRESISTABLE
  DeathType               = EXPLODED
  WeaponSpeed             = 200
  MinimumAttackRange = 5.0
  ProjectileObject  = CropDusterFakeBombBeta
  ProjectileExhaust = PoisonFieldSmall3
  DelayBetweenShots = 50
  ScatterRadius   = 100
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 12         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 500        ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes
  ProjectileCollidesWith  = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon CropDusterFakeWeaponGamma
  PrimaryDamage           = 1.0             
  AttackRange             = 100.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 10          ; we don't really need to be aimed directly at the target.
  DamageType              = UNRESISTABLE
  DeathType               = EXPLODED
  WeaponSpeed             = 200
  MinimumAttackRange = 5.0
  ProjectileObject  = CropDusterFakeBombGamma
  ProjectileExhaust = PoisonFieldSmall4
  DelayBetweenShots = 50
  ScatterRadius   = 100
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 12         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 500        ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes
  ProjectileCollidesWith  = STRUCTURES
End
;--------------------------------------------------------------------------------
Weapon CropDusterWeapon
  PrimaryDamage       = 10.0            
  PrimaryDamageRadius = 40.0      
  AttackRange         = 100.0
  DamageType          = POISON        
  DeathType           = POISONED
  WeaponSpeed         = 99999.0
  FireOCL             = OCL_PoisonFieldMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots   = 0
  ClipSize            = 1
  ClipReloadTime      = 0
  AutoReloadsClip     = No 
End
;--------------------------------------------------------------------------------
Weapon ToxinFactoryProduce
  PrimaryDamage       = 10.0            
  PrimaryDamageRadius = 40.0      
  AttackRange         = 100.0
  DamageType          = POISON        
  DeathType           = POISONED
  WeaponSpeed         = 99999.0
  FireOCL             = OCL_PoisonFieldLarge
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots   = 0
  ClipSize            = 1
  ClipReloadTime      = 43000
  AutoReloadsClip     = Yes
End
;--------------------------------------------------------------------------------
Weapon CropDusterWeaponBeta
  PrimaryDamage       = 10.0            
  PrimaryDamageRadius = 40.0      
  AttackRange         = 100.0
  DamageType          = POISON        
  DeathType           = POISONED
  WeaponSpeed         = 99999.0
  FireOCL             = OCL_PoisonFieldUpgradedMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots   = 0
  ClipSize            = 1
  ClipReloadTime      = 0
  AutoReloadsClip     = No 
End
;--------------------------------------------------------------------------------
Weapon CropDusterWeaponGamma
  PrimaryDamage       = 10.0            
  PrimaryDamageRadius = 40.0      
  AttackRange         = 100.0
  DamageType          = POISON        
  DeathType           = POISONED
  WeaponSpeed         = 99999.0
  FireOCL             = OCL_PoisonFieldGammaMedium
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots   = 0
  ClipSize            = 1
  ClipReloadTime      = 0
  AutoReloadsClip     = No 
End
;------------------------------------------------------------------------------
Weapon ExplosiveGernades
  PrimaryDamage           = 50.0
  PrimaryDamageRadius     = 20.0
  AttackRange             = 125.0 
  MinimumAttackRange      = 12.0
  DamageType              = EXPLOSION
  DeathType               = EXPLODED
  WeaponSpeed             = 115
  ProjectileObject        = ThrownGernade
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  FireSound               = RangerFlashBangWeapon ;ThrowSound
  ScatterRadius           = 5          ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots       = 0     ; time between shots, msec
  ClipSize                = 1              ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 3500     ; how long to reload a Clip, msec
  AutoReloadsClip         = Yes 
  ProjectileDetonationFX  = WeaponFX_GernadeDetonation
  ProjectileCollidesWith  = STRUCTURES
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon FlameGernades
  PrimaryDamage           = 15.0
  PrimaryDamageRadius     = 15.0
  SecondaryDamage         = 28.0          
  SecondaryDamageRadius   = 20.0
  AttackRange             = 125.0
  MinimumAttackRange      = 17.0
  MinimumAttackRange      = 12.0
  DamageType              = FLAME
  DeathType               = BURNED
  WeaponSpeed             = 115
  ProjectileObject        = ThrownGernade
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  FireSound               = RangerFlashBangWeapon ;ThrowSound
  ScatterRadius           = 5
  DelayBetweenShots       = 0
  ClipSize                = 1
  ClipReloadTime          = 3500
  AutoReloadsClip         = Yes
  ProjectileDetonationFX      = WeaponFX_NapalmMissileDetonation
  ProjectileDetonationOCL     = OCL_FireFieldSmall
  DamageDealtAtSelfPosition   = Yes
  HistoricBonusTime           = 1800
  HistoricBonusCount          = 8
  HistoricBonusRadius         = 30
  HistoricBonusWeapon         = FirestormSmallCreationWeapon  
  ProjectileCollidesWith  = STRUCTURES
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon WhiteFlameGernades
  PrimaryDamage           = 20.0
  PrimaryDamageRadius     = 15.0
  SecondaryDamage         = 34.0          
  SecondaryDamageRadius   = 20.0
  AttackRange             = 125.0
  MinimumAttackRange      = 17.0
  MinimumAttackRange      = 12.0
  DamageType              = FLAME
  DeathType               = BURNED
  WeaponSpeed             = 115
  ProjectileObject        = ThrownGernade
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  FireSound               = RangerFlashBangWeapon ;ThrowSound
  ScatterRadius           = 5
  DelayBetweenShots       = 0
  ClipSize                = 1
  ClipReloadTime          = 3500
  AutoReloadsClip         = Yes
  ProjectileDetonationFX      = WeaponFX_WhiteNapalmExplosion
  ProjectileDetonationOCL     = OCL_FireFieldSmall
  DamageDealtAtSelfPosition   = Yes
  HistoricBonusTime           = 1800
  HistoricBonusCount          = 8
  HistoricBonusRadius         = 30
  HistoricBonusWeapon         = WhiteNapalmFirestormSmallCreationWeapon
  ProjectileCollidesWith  = STRUCTURES
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon FlamethrowerDeathWeapon
  PrimaryDamage               = 20.0            
  PrimaryDamageRadius         = 10.0      
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 39.0    
  AttackRange                 = 100.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 99999.0
  ProjectileObject            = NONE
  FireFX                      = WeaponFX_InfernoTankShellDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 0
  ClipSize                    = 1
  ClipReloadTime              = 0
  AutoReloadsClip             = No 
  AntiGround                  = Yes
  DamageDealtAtSelfPosition   = Yes
  HistoricBonusTime = 1450
  HistoricBonusCount = 6
  HistoricBonusRadius = 10
  HistoricBonusWeapon = FirestormSmallCreationWeapon
End
;------------>
Weapon FlamethrowerDeathWeaponUpgraded
  PrimaryDamage               = 25.0            
  PrimaryDamageRadius         = 12.0      
  SecondaryDamage             = 7.0          
  SecondaryDamageRadius       = 50.0    
  AttackRange                 = 100.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 99999.0
  ProjectileObject            = NONE
  FireFX                      = WeaponFX_InfernoTankShellDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 0
  ClipSize                    = 1
  ClipReloadTime              = 0
  AutoReloadsClip             = No 
  AntiGround                  = Yes
  DamageDealtAtSelfPosition   = Yes
  HistoricBonusTime = 1800
  HistoricBonusCount = 6
  HistoricBonusRadius = 10
  HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon
End
;------------------------------------------------------------------------------
Weapon InfantryFlametrower
  PrimaryDamage               = 7.5            
  PrimaryDamageRadius         = 4.0      
  SecondaryDamage             = 1.0          
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 58.0
  MinimumAttackRange          = 30.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = DragonTankFlameProjectile2
  FireFX                      = WeaponFX_DragonTankFlameWeapon
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonation
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;------------------------------------------------------------------------------
Weapon InfantryFlametrowerUpgraded
  PrimaryDamage               = 10.0            
  PrimaryDamageRadius         = 4.0      
  SecondaryDamage             = 1.30          
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 58.0
  MinimumAttackRange          = 30.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = DragonTankFlameProjectileUpgraded2
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgraded
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon InfantryFlametrowerUpgradedWhite
  PrimaryDamage               = 12.5            
  PrimaryDamageRadius         = 4.0      
  SecondaryDamage             = 1.30          
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0
  AttackRange                 = 58.0
  MinimumAttackRange          = 30.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = DragonTankFlameProjectileUpgraded2White
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgradedWhite
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgradedWhite
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 0                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                   ; how long to reload a Clip, msec
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgradedWhite ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
;--------------------------------------------------------------------------------
Weapon DirtyBombWeapon
  PrimaryDamage       = 1000.0            
  PrimaryDamageRadius = 42.0      
  AttackRange         = 100.0
  DamageType          = EXPLOSION         
  DeathType           = EXPLODED
  WeaponSpeed         = 99999.0
  FireOCL             = OCL_PoisonFieldDirtyBomb           
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots   = 0
  ClipSize            = 1
  ClipReloadTime      = 0
  AutoReloadsClip     = No 
End
;--------------------------------------------------------------------------------
Weapon CruiseMissileDamageWeapon
  PrimaryDamage         = 1200.0
  PrimaryDamageRadius   = 65.0
  AttackRange           = 100.0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  WeaponSpeed           = 99999.0
  ProjectileDetonationFX = FX_CruiseMissile
  RadiusDamageAffects   = ENEMIES NEUTRALS ALLIES
  DelayBetweenShots     = 0
  ClipSize              = 1
  ClipReloadTime        = 0
  AutoReloadsClip       = No 
End
;--------------------------------------------------------------------------------
Weapon LargeFireFieldWeapon
  PrimaryDamage               = 80.0  ;will do this 10 times in 2.5 seconds - DB            
  PrimaryDamageRadius         = 60.0      
  AttackRange                 = 15.0
  MinimumAttackRange          = 10.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  FireSound                   = FireStorm
  FireSoundLoopTime           = 80
  WeaponSpeed                 = 600                     ;  dist/sec 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                ; time between shots, msec
End
;--------------------------------------------------------------------------------
Weapon TornadoFireFieldWeapon
  PrimaryDamage               = 50.0
  PrimaryDamageRadius         = 150.0      
  AttackRange                 = 15.0
  MinimumAttackRange          = 10.0
  ShockWaveAmount             = 80.0
  ShockWaveRadius             = 40.0
  ShockWaveTaperOff           = 0.20
  DamageType                  = FLAME
  DeathType                   = BURNED
  FireSound                   = FireStorm
  FireSoundLoopTime           = 500
  WeaponSpeed                 = 600
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 5
End
;------------------------------------------------------------------------------
Weapon DirtyBombPoisonFieldWeapon
  PrimaryDamage = 30.0
  PrimaryDamageRadius = 300.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = RADIATION
  DeathType = NORMAL
  WeaponSpeed = 600
  FireFX = WeaponFX_LargeRadiationFieldWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  DelayBetweenShots = 500
End
;------------------------------------------------------------------------------
Weapon SpaceNukeWeapon
  PrimaryDamage = 0               ; not used for this weapon (it's "special")            
  PrimaryDamageRadius = 0         ; not used for this weapon (it's "special")     
  AttackRange = 999999            ; not used for this weapon (it's "special")
  DamageType = EXPLOSION          ; not used for this weapon (it's "special")
  DeathType = EXPLODED
  WeaponSpeed = 99999             ; not used for this weapon (it's "special")
  ProjectileObject = SpaceNukeMissile   ;Change ;new space missile
  ProjectileExhaust = ScudMissileExhaust ;All    ;same?
  ;FireSound = SpaceNukeAttack
  ProjectileDetonationFX = WeaponFX_NukeCannon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = Min:100 Max:300
  ClipSize = 10
  ClipReloadTime = 150          
  AutoReloadsClip = Yes
  ScatterRadius   = 0

  ScatterTargetScalar = 170; replaces the ScatterRadius, above, for scaling this table, below
  ScatterTarget = X: 0.000 Y: 0.133
  ScatterTarget = X: 0.133 Y:-0.200
  ScatterTarget = X:-0.067 Y: 0.667
  ScatterTarget = X: 0.300 Y: 0.300
  ScatterTarget = X: 0.767 Y: 0.000       
  ScatterTarget = X: 0.500 Y:-0.567        
  ScatterTarget = X:-0.333 Y:-0.800        
  ScatterTarget = X:-0.600 Y:-0.1333        
  ScatterTarget = X:-0.567 Y: 0.433        

  PreAttackDelay = 3000
  PreAttackType = PER_CLIP
  AcceptableAimDelta = 90

  ProjectileCollidesWith = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon SpaceNukeDamageWeapon
  PrimaryDamage = 800.0
  PrimaryDamageRadius = 65.0
  SecondaryDamage = 25.0
  SecondaryDamageRadius = 70.0 
  AttackRange = 200.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 600         ; dist/sec 
  FireFX = WeaponFX_NukeCannonLarge
  FireOCL = OCL_RadiationFieldLarge
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0               ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec
End
;------------------------------------------------------------------------------
Weapon ParticleTankDeathWeapon
  PrimaryDamage               = 25.0            
  PrimaryDamageRadius         = 25.0      
  SecondaryDamage             = 10.0          
  SecondaryDamageRadius       = 75.0    
  AttackRange                 = 100.0
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  WeaponSpeed                 = 99999.0
  ProjectileObject            = NONE
  FireFX                      = FX_ParticleTankDeathInitial
  FireOCL                     = OCL_SDILinkLasers2
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 0                   ; time between shots, msec
  ClipSize                    = 1                            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0                      ; how long to reload a Clip, msec
  AutoReloadsClip             = No 
  AntiGround                  = Yes
  DamageDealtAtSelfPosition   = Yes
End
;------------------------------------------------------------------------------
Weapon ParticleTankCannon
  PrimaryDamage       = 7.5
  PrimaryDamageRadius = 4.0
  AttackRange         = 150.0 
  DamageType          = PARTICLE_BEAM
  DeathType           = BURNED
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 0         ; time between shots, msec
  FireSound = ParticleTankBlastSound
  RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 0
  ClipSize              = 1
  ClipReloadTime        = 150
  LaserName           = ParticleTankBeam
  LaserBoneName       = FLASHPOIN0
  FireFX              = WeaponFX_DragonTankFlameWeaponUpgradedWhite
End
Weapon ParticleTankCannon2
  PrimaryDamage       = 7.5
  PrimaryDamageRadius = 4.0
  AttackRange         = 150.0 
  DamageType          = PARTICLE_BEAM
  DeathType           = BURNED
  WeaponSpeed         = 999999.0
  DelayBetweenShots   = 0
  FireSound = ParticleTankBlastSound
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 0
  ClipSize              = 1
  ClipReloadTime        = 150
  LaserName           = ParticleTankBeam2
  LaserBoneName       = FLASHPOINT
  FireFX              = WeaponFX_DragonTankFlameWeaponUpgradedWhite 
End
;------------------------------------------------------------------------------
Weapon FusionBomb
  PrimaryDamage           = 1500.0            
  PrimaryDamageRadius     = 185.0      
  AttackRange             = 100.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 50          ; we don't really need to be aimed directly at the target.
  DamageType              = EXPLOSION
  DeathType               = BURNED
  WeaponSpeed             = 50000
  ShockWaveAmount         = 75.0
  ShockWaveRadius         = 120.0
  ShockWaveTaperOff       = 0.50
  ProjectileObject        = FusionBombProj
  FireFX                  = FX_AuroraBombLaunch
  ProjectileDetonationOCL = OCL_FUSIONBurnArea
  ProjectileDetonationFX  = FX_FusionBombExplosion
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  ClipSize                = 1
  ClipReloadTime          = 10000
  AutoReloadsClip         = RETURN_TO_BASE
  ShowsAmmoPips           = Yes
  ProjectileCollidesWith  = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon FusionBurnWeapon
  PrimaryDamage = 12.0            
  PrimaryDamageRadius = 225.0      
  AttackRange = 15.0
  MinimumAttackRange = 10.0
  DamageType = UNRESISTABLE
  DeathType = BURNED
  WeaponSpeed = 600
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 10
End
;------------------------------------------------------------------------------
Weapon SonarPulseWeapon
  PrimaryDamage = 0.1
  PrimaryDamageRadius = 1000.0
  AttackRange = 0.1
  DamageType  = UNRESISTABLE
  DeathType   = NORMAL
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  FireFX = NONE
  FireSound = SonarSound
  RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 10000
  AutoReloadsClip = Yes
End
;------------------------------------------------------------------------------
Weapon RailGunCannon
  PrimaryDamage               = 1000
  PrimaryDamageRadius         = 80.0
  SecondaryDamage             = 1000
  SecondaryDamageRadius       = 80.0
  AttackRange                 = 750.0
  MinimumAttackRange          = 75.0
  DamageType                  = UNRESISTABLE
  DeathType                   = EXPLODED
  WeaponSpeed                 = 5000.0
  WeaponRecoil                = 90
  MinTargetPitch              = 0
  MaxTargetPitch              = 0
  ProjectileObject            = RailGunBullet
  FireFX                      = WeaponFX_RailGunCannonFire
  ProjectileDetonationFX      = WeaponFX_BombTruckHighExplosiveBombDetonation
  FireSound                   = RailgunFire
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 0
  ClipSize                    = 1
  ClipReloadTime              = 20000
  AutoReloadsClip             = Yes
  ShowsAmmoPips               = Yes
  ProjectileStreamName        = RailGunProjectileStream
  ProjectileCollidesWith      = NONE
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon RailGunCannonDamageWeapon
  PrimaryDamage = 200.0
  PrimaryDamageRadius = 40.0
  AttackRange = 200.0
  ShockWaveAmount   = 50.0
  ShockWaveRadius     = 40.0
  ShockWaveTaperOff  = 0.33
  DamageType = UNRESISTABLE
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
End
;----------------------------------------------------------------
Weapon FirestormCannon
  PrimaryDamage               = 100.0            
  PrimaryDamageRadius         = 15.0      
  SecondaryDamage             = 30.0          
  SecondaryDamageRadius       = 60.0
  ScatterRadiusVsInfantry     = 30.0
  AttackRange = 1000.0
  MinimumAttackRange = 200.0
  MinTargetPitch = -15
  MaxTargetPitch = 15
  DamageType = FLAME         
  DeathType = BURNED
  WeaponSpeed = 265
  MinWeaponSpeed = 80
  ScaleWeaponSpeed = Yes
  ProjectileObject = InfernoTankShell
  FireFX = WeaponFX_BattleshipBogusGun
  VeterancyFireFX = HEROIC WeaponFX_BattleshipBogusGun
  FireSound = InfernoCannonWeaponShip
  ProjectileDetonationFX      = WeaponFX_FirestormCannonDetonation
  ProjectileDetonationOCL     = OCL_FireFieldLarge
  DamageDealtAtSelfPosition   = Yes
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
  DelayBetweenShots = 750         ; time between shots, msec
  ClipSize = 1                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000           ; how long to reload a Clip, msec

  HistoricBonusTime = 4000
  HistoricBonusCount = 16
  HistoricBonusRadius = 150
  HistoricBonusWeapon = FirestormSmallCreationWeapon
End

;------------------------------------------------------------------------------
Weapon FirestormCannonUpgraded
  PrimaryDamage               = 150.0            
  PrimaryDamageRadius         = 15.0      
  SecondaryDamage             = 40.0          
  SecondaryDamageRadius       = 60.0  
  ScatterRadiusVsInfantry     = 30.0
  AttackRange = 1180.0
  MinimumAttackRange = 200.0
  MinTargetPitch = -15
  MaxTargetPitch = 15
  DamageType = FLAME         
  DeathType = BURNED
  WeaponSpeed = 265
  MinWeaponSpeed = 80
  ScaleWeaponSpeed = Yes
  ProjectileObject = InfernoTankShellUpgraded
  FireFX = WeaponFX_BattleshipBogusGun
  VeterancyFireFX = HEROIC WeaponFX_BattleshipBogusGun
  FireSound = InfernoCannonWeaponShip
  ProjectileDetonationFX      = WeaponFX_FirestormCannonDetonationB
  ProjectileDetonationOCL     = OCL_FireFieldLarge
  DamageDealtAtSelfPosition   = Yes
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
  DelayBetweenShots = 750         ; time between shots, msec
  ClipSize = 1                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 10000           ; how long to reload a Clip, msec

  HistoricBonusTime = 4000
  HistoricBonusCount = 16
  HistoricBonusRadius = 155
  HistoricBonusWeapon = BlackNapalmFirestormSmallCreationWeapon
End
;------------------------------------------------------------------------------
Weapon FirestormCannonUpgradedWhite
  PrimaryDamage               = 200.0            
  PrimaryDamageRadius         = 15.0      
  SecondaryDamage             = 50.0          
  SecondaryDamageRadius       = 60.0  
  ScatterRadiusVsInfantry     = 30.0
  AttackRange = 1180.0
  MinimumAttackRange = 200.0
  MinTargetPitch = -15
  MaxTargetPitch = 15
  DamageType = FLAME         
  DeathType = BURNED
  WeaponSpeed = 265
  MinWeaponSpeed = 80
  ScaleWeaponSpeed = Yes
  ProjectileObject = InfernoTankShellUpgradedWhite
  FireFX = WeaponFX_BattleshipBogusGun
  VeterancyFireFX = HEROIC WeaponFX_BattleshipBogusGun
  FireSound = InfernoCannonWeaponShip
  ProjectileDetonationFX      = WeaponFX_FirestormCannonDetonationW
  ProjectileDetonationOCL     = OCL_FireFieldLarge
  DamageDealtAtSelfPosition   = Yes
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
  DelayBetweenShots = 750
  ClipSize = 1
  ClipReloadTime = 11000

  HistoricBonusTime = 4000
  HistoricBonusCount = 16
  HistoricBonusRadius = 155
  HistoricBonusWeapon = WhiteNapalmFirestormSmallCreationWeapon
End
;------------------------------------------------------------------------------
Weapon DeckGun1
  PrimaryDamage           = 70.0
  PrimaryDamageRadius     = 10.0
  ScatterRadiusVsInfantry = 20.0
  AttackRange             = 300.0
  MinTargetPitch          = -15
  MaxTargetPitch          = 15
  DamageType              = ARMOR_PIERCING
  DeathType               = NORMAL
  WeaponSpeed             = 400
  WeaponRecoil            = 10
  ProjectileObject        = GenericTankShell
  FireFX                  = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX  = WeaponFX_TNTStickyBombDetonation
  FireSound               = DeckCannon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 3000
  ClipSize                = 0
  ClipReloadTime          = 0
  ProjectileCollidesWith  = STRUCTURES WALLS 
End
;------------------------------------------------------------------------------
Weapon CrusierMissiles
  PrimaryDamage               = 250.0
  PrimaryDamageRadius         = 20.0   
  ScatterRadiusVsInfantry     = 30.0
  AttackRange                 = 1000.0
  PreAttackDelay              = 250
  PreAttackType               = PER_SHOT
  MinimumAttackRange          = 100.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  FireFX                      = FX_TomahawkIgnition
  ProjectileObject            = TomahawkMissile2
  ProjectileExhaust           = TomahawkMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicTomahawkMissileExhaust
  ProjectileDetonationFX      = WeaponFX_BombTruckDefaultBombDetonation
  RadiusDamageAffects         = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = TomahawkWeapon
  DelayBetweenShots           = 250
  ClipSize                    = 6
  ClipReloadTime              = 20000
  CapableOfFollowingWaypoints = Yes
  ProjectileCollidesWith = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon PatriotMissileWeaponAir2
  PrimaryDamage               = 25.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 350.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 700
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = PatriotBatteryWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 100
  ClipSize                    = 5
  ClipReloadTime              = 2000
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = No
  AntiBallisticMissile        = Yes
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RequestAssistRange          = 200
  ProjectileCollidesWith      = STRUCTURES
End
Weapon PatriotMissileWeaponAir3
  PrimaryDamage               = 25.0            
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 350.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 700
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = PatriotBatteryWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 100
  ClipSize                    = 5
  ClipReloadTime              = 2000
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = No
  AntiBallisticMissile        = Yes
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RequestAssistRange          = 200
  ProjectileCollidesWith      = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon AttackSubTorpedo
  PrimaryDamage = 100.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0
  AttackRange = 150.0
  ;MinTargetPitch = 0
  ;MaxTargetPitch = 0
  DamageType = PENALTY
  DeathType = EXPLODED
  WeaponSpeed = 200
  WeaponRecoil = 0
  ProjectileObject = TorpedoProjectile
  ProjectileExhaust = Bubbles
  ProjectileDetonationFX = WeaponFX_TopredoSpashExplosion
  FireSound = TorpedoLaunch
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 50              ; time between shots, msec
  ShotsPerBarrel = 1                   ; By default, shoot one shot per barrel
  ClipSize = 2                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 5000              ; how long to reload a Clip, msec
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround = Yes
  ProjectileCollidesWith = STRUCTURES WALLS
End
;------------------------------------------------------------------------------
Weapon NuclearMissileAttack
  PrimaryDamage           = 400.0
  PrimaryDamageRadius     = 50.0
  SecondaryDamage         = 20.0
  SecondaryDamageRadius   = 60.0
  ScatterRadiusVsInfantry     = 30.0
  AttackRange                 = 1000.0
  PreAttackDelay              = 250
  PreAttackType               = PER_SHOT
  MinimumAttackRange          = 100.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  FireFX                      = FX_UnderwaterMissileLaunch
  ProjectileObject            = TomahawkMissile3
  ProjectileExhaust           = TomahawkMissileExhaust ;GIVES IT TO ME!!!!!!!!
  ProjectileDetonationFX      = WeaponFX_NukeCannon
  ProjectileDetonationOCL     = OCL_RadiationFieldMedium
  VeterancyProjectileExhaust  = HEROIC HeroicTomahawkMissileExhaust
  RadiusDamageAffects         = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = TomahawkWeaponUnderwater
  DelayBetweenShots           = 600
  ClipSize                    = 8
  ClipReloadTime              = 25000
  CapableOfFollowingWaypoints = Yes
  ProjectileCollidesWith = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon Nuke_NuclearMissileAttack
  PrimaryDamage           = 425.0
  PrimaryDamageRadius     = 50.0
  SecondaryDamage         = 20.0
  SecondaryDamageRadius   = 60.0
  ScatterRadiusVsInfantry     = 30.0
  AttackRange                 = 1000.0
  PreAttackDelay              = 250
  PreAttackType               = PER_SHOT
  MinimumAttackRange          = 100.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  FireFX                      = FX_UnderwaterMissileLaunch
  ProjectileObject            = TomahawkMissile3
  ProjectileExhaust           = TomahawkMissileExhaust ;GIVES IT TO ME!!!!!!!!
  ProjectileDetonationFX      = WeaponFX_NukeCannon
  ProjectileDetonationOCL     = OCL_RadiationFieldMedium
  VeterancyProjectileExhaust  = HEROIC HeroicTomahawkMissileExhaust
  RadiusDamageAffects         = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = TomahawkWeaponUnderwater
  DelayBetweenShots           = 600
  ClipSize                    = 8
  ClipReloadTime              = 20000
  CapableOfFollowingWaypoints = Yes
  ProjectileCollidesWith = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon RaftSuicideWeapon
  LeechRangeWeapon = Yes
  AttackRange = 0.4
  PrimaryDamage = 99999.0
  PrimaryDamageRadius = 1.0
  DamageDealtAtSelfPosition = Yes
  RadiusDamageAffects = SELF SUICIDE
  DamageType = EXPLOSION
  DeathType = SUICIDED
  WeaponSpeed = 99999.0
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
  AutoReloadsClip = No
  AntiAirborneVehicle  = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = Yes
End
Weapon RaftBomb
  PrimaryDamage = 800.0            
  PrimaryDamageRadius = 50.0  
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes
  RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No
  FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation
End
;------------------------------------------------------------------------------
Weapon JetSkiRockets
  PrimaryDamage               = 5.0            
  PrimaryDamageRadius         = 2.0      
  ScatterRadiusVsInfantry     = 20.0
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 300.0
  ScatterRadius               = 10
  MinimumAttackRange          = 50.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 650
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject            = MissileDefenderMissile2
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 10
  DelayBetweenShots           = 50
  ClipSize                    = 12
  ClipReloadTime              = 7000
  AutoReloadsClip             = Yes 
  AutoReloadWhenIdle          = 7200
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon 
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125%
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End
;------------------------------------------------------------------------------
Weapon Mortar
  PrimaryDamage         = 100.0            
  PrimaryDamageRadius   = 20.0      
  ScatterRadius         = 20.0
  ScatterRadiusVsInfantry = 25.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 320.0
  MinimumAttackRange = 50.0
  MinTargetPitch = 45
  MaxTargetPitch = 46
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 150
  WeaponRecoil = 5
  ProjectileObject = StrategyCenterArtilleryShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX = FX_StrategyCenterBarrage
  FireSound = StrategyCenter_ArtilleryRound
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 6000
  ShotsPerBarrel = 1
  ClipSize = 0
  ProjectileCollidesWith = STRUCTURES WALLS 
End
;------------------------------------------------------------------------------
Weapon OICWSubMachineGun
  PrimaryDamage           = 5.1
  PrimaryDamageRadius     = 0.0
  AttackRange             = 120.0
  DamageType              = SMALL_ARMS
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_GenericMachineGunFire
  VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound               = OICWSubSound
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 5
  ClipSize                = 15
  ClipReloadTime          = 500
End
;------------------------------------------------------------------------------
Weapon OICWSniperShot
  PrimaryDamage = 100.0
  PrimaryDamageRadius = 0.1
  AttackRange = 300.0
  MinimumAttackRange = 0.1
  DamageType = SNIPER
  DeathType = NORMAL
  WeaponSpeed = 5000.0
  WeaponRecoil = 0
  MinTargetPitch = 0
  MaxTargetPitch = 0
  ProjectileObject = OICWSniperBullet
  ProjectileDetonationFX = FX_DamageInfantryStruckSmallArms
  ProjectileCollidesWith  = NONE
  MinTargetPitch = 0
  MaxTargetPitch = 0
  FireSound = OICWSniper
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000
  ClipSize = 0
  ClipReloadTime = 0
  ProjectileStreamName        = RailGunProjectileStream
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon MarineM4A1
  PrimaryDamage           = 4.7
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 120.0
  DamageType              = SMALL_ARMS
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_GenericMachineGunFire
  VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound               = M4WeaponSound
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 40              ; time between shots, msec
  ClipSize                = 6                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 600              ; how long to reload a Clip, msec
  WeaponBonus             = DRONE_SPOTTING RATE_OF_FIRE 200%
  WeaponBonus             = DRONE_SPOTTING RANGE        200%
  WeaponBonus             = DRONE_SPOTTING DAMAGE       200%
End

Weapon MarineM4A1Silenced
  PrimaryDamage           = 3.9
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 120.0
  DamageType              = SMALL_ARMS
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_GenericMachineGunFire
  VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound               = M4WeaponSoundSilenced
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 40              ; time between shots, msec
  ClipSize                = 6                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 600              ; how long to reload a Clip, msec
  WeaponBonus             = DRONE_SPOTTING RATE_OF_FIRE 200%
  WeaponBonus             = DRONE_SPOTTING RANGE        200%
  WeaponBonus             = DRONE_SPOTTING DAMAGE       200%
End

Weapon MarineM4A1GernadeLauncher
  PrimaryDamage               = 60.0
  PrimaryDamageRadius         = 6.5
  ScatterRadiusVsInfantry     = 15.0
  AttackRange             = 175.0 
  MinimumAttackRange      = 20.0
  DamageType              = INFANTRY_MISSILE
  DeathType               = EXPLODED
  WeaponSpeed             = 120 
  ProjectileObject        = RangerFlashBangGrenade
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  FireSound               = RangerFlashBangWeapon
  ScatterRadius           = 4
  DelayBetweenShots       = 0     ; time between shots, msec
  ClipSize                = 1     ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 4500     ; how long to reload a Clip, msec
  AutoReloadsClip         = Yes 
  ProjectileDetonationFX  = WeaponFX_GernadeDetonation
  ProjectileCollidesWith  = STRUCTURES WALLS
End
;------------------------------------------------------------------------------
Weapon MLRS52ShotWeapon
  PrimaryDamage               = 8.0
  PrimaryDamageRadius         = 5.0      
  ScatterRadiusVsInfantry     = 20.0
  ScatterRadius               = 50
  AttackRange                 = 400.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireSound                   = PatriotBatteryWeapon
  FireFX                      = WeaponFX_GenericTankGunNoTracerNOShake
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 50
  ClipSize                    = 52
  ClipReloadTime              = 7000
  AutoReloadsClip             = Yes 
  AntiGround                  = Yes
  AntiBallisticMissile        = No
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  RequestAssistRange          = 200
  ProjectileCollidesWith      = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon 4RocketWeapon
  PrimaryDamage               = 150.0            
  PrimaryDamageRadius         = 40.0      
  SecondaryDamage             = 25.0          
  SecondaryDamageRadius       = 80.0    
  ScatterRadiusVsInfantry     = 40.0
  ScatterRadius               = 20.0
  AttackRange                 = 350.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = WS1Missile
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_SCUDMissileDetonationExplosive
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 300
  ClipSize                    = 4
  ClipReloadTime              = 9000
  ProjectileCollidesWith = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon Nuke_4RocketWeapon
  PrimaryDamage               = 200.0            
  PrimaryDamageRadius         = 40.0      
  SecondaryDamage             = 25.0          
  SecondaryDamageRadius       = 80.0    
  ScatterRadiusVsInfantry     = 40.0
  ScatterRadius               = 20.0
  AttackRange                 = 350.0
  MinimumAttackRange          = 200.0
  PreAttackDelay              = 500
  PreAttackType               = PER_SHOT
  DamageType                  = EXPLOSION 
  DeathType                   = EXPLODED
  FireFX                      = FX_ScudLauncherIgnition
  ProjectileObject            = WS1Missile
  ProjectileExhaust           = ScudMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicScudMissileExhaust
  ProjectileDetonationFX      = WeaponFX_NukeCannon
  ProjectileDetonationOCL     = OCL_RadiationFieldMedium
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = ScudLauncherWeapon
  DelayBetweenShots           = 300
  ClipSize                    = 4
  ClipReloadTime              = 9000
  ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon BirdMissiles
  PrimaryDamage               = 125.0            
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 400.0
  MinimumAttackRange          = 200.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 2000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 1
  ClipSize                    = 2
  ClipReloadTime              = 8000 
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End
;------------------------------------------------------------------------------
Weapon FanTanMissileWeapon
  PrimaryDamage               = 250.0
  PrimaryDamageRadius         = 25.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 320
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 900
  ProjectileObject            = FanTanMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_FanTanMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 50
  ClipSize                    = 2
  ClipReloadTime              = 9000
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End
;------------------------------------------------------------------------------
Weapon FanTanEMPMissileWeapon
  PrimaryDamage               = 250.0
  PrimaryDamageRadius         = 25.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 320
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 900
  ProjectileObject            = FanTanEMPMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_FanTanEMPMissileDetonation
  ProjectileDetonationOCL     = SupW_OCL_PatriotEMPEffectSpheroid
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 50
  ClipSize                    = 2
  ClipReloadTime              = 9000
  AutoReloadsClip             = RETURN_TO_BASE 
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End
;------------------------------------------------------------------------------
Weapon GLANukeTruckExplosionWeapon
  PrimaryDamage = 4000.0
  PrimaryDamageRadius = 300.0
  ShockWaveAmount = 60.0
  ShockWaveRadius = 250.0
  ShockWaveTaperOff = 0.20
  AttackRange = 5.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  DamageDealtAtSelfPosition = Yes
  RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots = 0              
  ClipSize = 1                        
  ClipReloadTime = 0                  
  AutoReloadsClip = No
  FireOCL = OCL_RadiationFieldLarge
  FireFX = FX_NukeGLATruck
  FireSound = CarBomberDie
End
;------------------------------------------------------------------------------
Weapon DevastDebriBoom12
  PrimaryDamage         = 60.0
  PrimaryDamageRadius   = 50.0
  AttackRange           = 0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  ProjectileObject      = NONE
  FireFX                = WeaponFX_JetMissileDetonation
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
End
;------------------------------------------------------------------------------
Weapon DevastDebriBoom8
  PrimaryDamage         = 60.0
  PrimaryDamageRadius   = 50.0
  AttackRange           = 0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  ProjectileObject      = NONE
  FireFX                = WeaponFX_TomahawkMissileDetonation
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
End
;------------------------------------------------------------------------------
Weapon DevastDebriBoom5
  PrimaryDamage         = 60.0
  PrimaryDamageRadius   = 50.0
  AttackRange           = 0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  ProjectileObject      = NONE
  FireFX                = FX_BuggyNewDeathExplosion
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
End
;------------------------------------------------------------------------------
Weapon DevastDebriBoom3
  PrimaryDamage         = 60.0
  PrimaryDamageRadius   = 50.0
  AttackRange           = 0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  ProjectileObject      = NONE
  FireFX                = WeaponFX_DemoTrapDetonation
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
End
;------------------------------------------------------------------------------
Weapon DevastDebriBoom1
  PrimaryDamage         = 60.0
  PrimaryDamageRadius   = 50.0
  AttackRange           = 0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  ProjectileObject      = NONE
  FireFX                = WeaponFX_SuicideDynamitePackDetonationPlusFire
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
End
;------------------------------------------------------------------------------
Weapon DevastDebriBoom0
  PrimaryDamage         = 60.0
  PrimaryDamageRadius   = 50.0
  AttackRange           = 0
  DamageType            = EXPLOSION
  DeathType             = EXPLODED
  ProjectileObject      = NONE
  FireFX                = FX_CruiseMissile
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
End
;------------------------------------------------------------------------------
Weapon RocketPod
  PrimaryDamage               = 20.0            
  PrimaryDamageRadius         = 4.0      
  ScatterRadiusVsInfantry     = 20.0
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 600.0
  ScatterRadius               = 10
  MinimumAttackRange          = 50.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 650
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject            = MissileDefenderMissile2
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 10
  DelayBetweenShots           = 50
  ClipSize                    = 6
  ClipReloadTime              = 5000
  AutoReloadsClip             = RETURN_TO_BASE
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon 
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125%
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
  ShowsAmmoPips               = Yes
End

;------------------------------------------------------------------------------
Weapon Black_RocketPod
  PrimaryDamage               = 20.0            
  PrimaryDamageRadius         = 4.0      
  ScatterRadiusVsInfantry     = 20.0
  SecondaryDamage             = 5.0          
  SecondaryDamageRadius       = 10.0    
  AttackRange                 = 600.0
  ScatterRadius               = 10
  MinimumAttackRange          = 50.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 650
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileObject            = MissileDefenderMissile2
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 10
  DelayBetweenShots           = 50
  ClipSize                    = 6
  ClipReloadTime              = 5000
  AutoReloadsClip             = RETURN_TO_BASE
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon 
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 150%
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
  ShowsAmmoPips               = Yes
End
;------------------------------------------------------------------------------
Weapon MigMachineGun
  PrimaryDamage         = 13.5
  PrimaryDamageRadius   = 0.0
  AttackRange           = 800.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = CombatCycleRebelWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 1
  ClipSize              = 40
  ClipReloadTime        = 5000
  AutoReloadsClip       = RETURN_TO_BASE
  AntiAirborneVehicle   = Yes
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125%
  ShowsAmmoPips         = No
End
;------------------------------------------------------------------------------
Weapon Black_MigMachineGun
  PrimaryDamage         = 13.5
  PrimaryDamageRadius   = 0.0
  AttackRange           = 800.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0
  ProjectileObject      = NONE
  FireFX                = WeaponFX_QuadCannonGunFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicQuadCannonGunFire
  FireSound             = CombatCycleRebelWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 1
  ClipSize              = 40
  ClipReloadTime        = 5000
  AutoReloadsClip       = RETURN_TO_BASE
  AntiAirborneVehicle   = Yes
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 150%
  ShowsAmmoPips         = No
End
;------------------------------------------------------------------------------
Weapon BlackHoleWeapon
  PrimaryDamage             = 1500
  PrimaryDamageRadius       = 20.0
  AttackRange               = 99999.0
  MinimumAttackRange        = 100.0
  DamageType                = EXPLOSION
  DeathType                 = EXPLODED
  WeaponSpeed               = 5000.0
  ProjectileObject          = GenericTankShell
  FireFX                    = WeaponFX_BlackHoleCannonBlast
  ProjectileDetonationFX    = FX_BlackHoleStart
  ProjectileDetonationOCL   = OCL_BlackHoleBuild
  ProjectileCollidesWith    = None
  FireSound                 = BlackHoleCannonFire
  RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots         = 1
  ClipSize                  = 1
  ClipReloadTime            = 360000
  AutoReloadsClip           = Yes
End
;----------------------------------------------------
Weapon BlackHoleBlastWeapon
  PrimaryDamage = 15.0
  PrimaryDamageRadius = 290.0
  AttackRange = 15.0
  ShockWaveAmount = 500.0
  ShockWaveRadius = 280.0
  ShockWaveTaperOff = 0.33
  MinimumAttackRange = 10.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 99999
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 1
End
;--------------------------------------------------------------
Weapon AirForceDesignatorWeapon
  PrimaryDamage             = 0.1
  PrimaryDamageRadius       = 1.0
  AttackRange               = 250.0
  DamageType                = EXPLOSION
  DeathType                 = EXPLODED
  WeaponSpeed               = 99999.0
  ProjectileObject          = MissileDefenderMissile999
  ProjectileDetonationOCL   = OCL_PathfinderBeacon
  FireSound                 = ScorpionTankWeapon ;DesignatorSound
  RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots         = 1
  ClipSize                  = 1
  ClipReloadTime            = 15000
  ProjectileCollidesWith    = None
End
;------------------------------------------------------------------------------
Weapon DefenseTurretGun
  PrimaryDamage           = 120.0
  PrimaryDamageRadius     = 15.0
  ScatterRadiusVsInfantry = 10.0
  AttackRange             = 260.0
  MinTargetPitch          = -15
  MaxTargetPitch          = 15
  DamageType              = ARMOR_PIERCING
  DeathType               = NORMAL
  WeaponSpeed             = 400
  WeaponRecoil            = 5
  ProjectileObject        = BattleMasterTankShell
  FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
  ProjectileDetonationFX  = FX_ArtilleryBarrage
  FireSound               = BattlemasterTankWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 2000
  ClipSize                = 0
  ClipReloadTime          = 0
  WeaponBonus             = PLAYER_UPGRADE DAMAGE 125%
  ProjectileCollidesWith  = STRUCTURES WALLS 
End
;------------------------------------------------------------------------------
Weapon F23MissileWeapon
  PrimaryDamage               = 300.0
  PrimaryDamageRadius         = 30.0
  ScatterRadiusVsInfantry     = 10.0
  ScatterRadius               = 13
  AttackRange                 = 520
  MinimumAttackRange          = 100.0
  AcceptableAimDelta          = 30
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = F23MissileObject
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = FX_F23MissileBOOM
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 10
  ClipSize                    = 2
  ClipReloadTime              = 8000
  AutoReloadsClip             = RETURN_TO_BASE
  ProjectileCollidesWith      = STRUCTURES
  AntiGround                  = Yes
End
;------------------------------------------------------------------------------
Weapon ApacheRocketPods
  PrimaryDamage           = 22.0            
  PrimaryDamageRadius     = 5.5      
  SecondaryDamage         = 9.0          
  SecondaryDamageRadius   = 40.0   
  ScatterRadius           = 50
  ScatterRadiusVsInfantry = 0.0
  AttackRange             = 210.0
  MinimumAttackRange      = 0.0
  DamageType              = EXPLOSION
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = ComancheRocketPodRocket
  ProjectileExhaust       = MissileExhaust
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 75
  ClipSize                = 32
  AutoReloadsClip         = Yes
  ClipReloadTime          = 25000
  FireSound               = ComancheRocketPodWeaponSound
  FireFX                  = None
  ProjectileDetonationFX  = WeaponFX_ComancheRocketPodRocketDetonation
  ProjectileCollidesWith  = STRUCTURES
  AntiAirborneVehicle     = No
  AntiAirborneInfantry    = No
End
;------------------------------------------------------------------------------
Weapon ApacheHellFireMissiles
  PrimaryDamage               = 65.0            
  PrimaryDamageRadius         = 15.0
  ScatterRadiusVsInfantry     = 18.5
  AttackRange                 = 210.0
  MinimumAttackRange          = 0.0
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = RaptorJetMissile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = WeaponFX_JetMissileDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 300
  ClipSize                    = 8
  ClipReloadTime              = 25000
  AutoReloadsClip             = Yes
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End
;------------------------------------------------------------------------------
Weapon ApacheLaserCannons
  PrimaryDamage             =  47.5      
  PrimaryDamageRadius       =  3.5  
  ScatterRadiusVsInfantry   =  0.0
  AttackRange               = 210.0
  DamageType                = EXPLOSION
  DeathType                 = EXPLODED
  WeaponSpeed               = 999999.0
  LaserName                 = Lazr_PatriotLaserBeam
  LaserBoneName             = WEAPONA01
  FireFX                    = Lazr_WeaponFX_LaserCrusader
  VeterancyFireFX           = HEROIC Lazr_WeaponFX_LaserCrusader
  RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots         = 250
  ClipSize                  = 3
  ClipReloadTime            = 25000
  AutoReloadsClip           = Yes 
  AntiAirborneVehicle       = Yes
  AntiAirborneInfantry      = No
  ProjectileCollidesWith    = STRUCTURES
  ShowsAmmoPips             = Yes
End
;------------------------------------------------------------------------------
Weapon ApacheLaserCannons2
  PrimaryDamage             =  47.5      
  PrimaryDamageRadius       =  3.5  
  ScatterRadiusVsInfantry   =  0.0
  AttackRange               = 210.0
  DamageType                = EXPLOSION
  DeathType                 = EXPLODED
  WeaponSpeed               = 999999.0
  LaserName                 = Lazr_PatriotLaserBeam
  LaserBoneName             = WEAPONA02
  FireFX                    = Lazr_WeaponFX_LaserCrusader
  VeterancyFireFX           = HEROIC Lazr_WeaponFX_LaserCrusader
  RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots         = 250
  ClipSize                  = 3
  ClipReloadTime            = 25000
  AutoReloadsClip           = Yes 
  AntiAirborneVehicle       = Yes
  AntiAirborneInfantry      = No
  ProjectileCollidesWith    = STRUCTURES
  ShowsAmmoPips             = No
End
;------------------------------------------------------------------------------
Weapon ApacheParticleCannons
  PrimaryDamage             = 260.0
  PrimaryDamageRadius       = 25.0
  SecondaryDamage           = 15.0
  SecondaryDamageRadius     = 40.0
  ScatterRadiusVsInfantry   = 0.0
  AttackRange               = 210.0
  DamageType                = PARTICLE_BEAM
  DeathType                 = EXPLODED
  WeaponSpeed               = 999999.0
  LaserName               = ApacheParticleBeam
  LaserBoneName           = WEAPONA01
  FireSound                 = ApacheParticleCannon
  FireFX                    = FX_ParticleUplinkCannon_BeamLaunchIteration
  RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots         = 0
  ClipSize                  = 1
  ClipReloadTime            = 25000
  AutoReloadsClip           = Yes 
  AntiAirborneVehicle       = Yes
  AntiAirborneInfantry      = No
  ProjectileCollidesWith    = STRUCTURES
  ShowsAmmoPips             = Yes
End
;------------------------------------------------------------------------------
Weapon ApacheParticleCannons2
  PrimaryDamage             = 260.0
  PrimaryDamageRadius       = 25.0
  SecondaryDamage           = 15.0
  SecondaryDamageRadius     = 40.0
  ScatterRadiusVsInfantry   = 0.0
  AttackRange               = 210.0
  DamageType                = PARTICLE_BEAM
  DeathType                 = EXPLODED
  WeaponSpeed               = 999999.0
  LaserName               = ApacheParticleBeam
  LaserBoneName           = WEAPONA02
  FireSound                 = ApacheParticleCannon
  FireFX                    = FX_ParticleUplinkCannon_BeamLaunchIteration
  RadiusDamageAffects       = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots         = 0
  ClipSize                  = 1
  ClipReloadTime            = 25000
  AutoReloadsClip           = Yes 
  AntiAirborneVehicle       = Yes
  AntiAirborneInfantry      = No
  ProjectileCollidesWith    = STRUCTURES
  ShowsAmmoPips             = Yes
End
;------------------------------------------------------------------------------
Weapon LightningDamageWeapon
  PrimaryDamage = 2000.0
  PrimaryDamageRadius = 20.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = LightningStrike
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon LightningDamageWeapon2
  PrimaryDamage = 2000.0
  PrimaryDamageRadius = 20.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = LightningStrike2
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon LightningDamageWeapon3
  PrimaryDamage = 2000.0
  PrimaryDamageRadius = 20.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = LightningStrike3
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon EverlastingGobstopperWeapon
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 1.0      
  AttackRange = 100.0
  DamageType = EXPLOSION 
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  FireFX = WeaponFX_BombTruckBioBombDetonation
  FireOCL = OCL_EverlastingPoisonField ;OCL_PoisonFieldSmall
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
  AutoReloadsClip = No 
  AntiGround = Yes
  DamageDealtAtSelfPosition = Yes
End
;------------------------------------------------------------------------------
Weapon HindAT2Missiles
  PrimaryDamage               = 60.0            
  PrimaryDamageRadius         = 15.0
  ScatterRadiusVsInfantry     = 18.5
  AttackRange                 = 210.0
  MinimumAttackRange          = 0.0
  DamageType                  = JET_MISSILES
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = AT2Missile
  ProjectileExhaust           = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = FX_FireBaseHowitzerExplosion
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots           = 300
  ClipSize                    = 4
  ClipReloadTime              = 24000
  AutoReloadsClip             = Yes
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
End
;------------------------------------------------------------------------------
Weapon HindRocketPods
  PrimaryDamage           = 15.0            
  PrimaryDamageRadius     = 6.0      
  SecondaryDamage         = 9.0          
  SecondaryDamageRadius   = 40.0   
  ScatterRadius           = 70
  ScatterRadiusVsInfantry = 0.0
  AttackRange             = 210.0
  MinimumAttackRange      = 0.0
  DamageType              = EXPLOSION
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = ComancheRocketPodRocket
  ProjectileExhaust       = MissileExhaust
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 30
  ClipSize                = 80
  AutoReloadsClip         = Yes
  ClipReloadTime          = 25000
  FireSound               = ComancheRocketPodWeaponSound
  FireFX                  = None
  ProjectileDetonationFX  = WeaponFX_ComancheRocketPodRocketDetonation
  ProjectileCollidesWith  = STRUCTURES
  AntiAirborneVehicle     = No
  AntiAirborneInfantry    = No
End
;------------------------------------------------------------------------------
Weapon LazerChainGun
  PrimaryDamage         = 10.0 
  PrimaryDamageRadius   = 1.0
  AttackRange           = 150.0
  DamageType            = EXPLOSION
  DeathType             = LASERED
  WeaponSpeed           = 999999.0
  WeaponSpeed           = 999999.0
  LaserName             = Lazr_PatriotLaserBeam
  LaserBoneName         = WEAPONA01
  FireFX                = Lazr_WeaponFX_LaserCrusader
  VeterancyFireFX       = HEROIC Lazr_WeaponFX_LaserCrusader
  ProjectileDetonationFX  = WeaponFX_ComancheRocketPodRocketDetonation
  FireSound             = LaserCrusaderWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 0
  ClipSize              = 1
  ClipReloadTime        = 150
  ContinuousFireOne     = 30
  ContinuousFireTwo     = 65
  ContinuousFireCoast   = 1000
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = Yes
End
;------------------------------------------------------------------------------
Weapon LazerChainGun2
  PrimaryDamage         = 10.0 
  PrimaryDamageRadius   = 1.0
  AttackRange           = 150.0
  DamageType            = EXPLOSION
  DeathType             = LASERED
  WeaponSpeed           = 999999.0
  WeaponSpeed           = 999999.0
  LaserName             = Lazr_PatriotLaserBeam
  LaserBoneName         = WEAPONA02
  FireFX                = Lazr_WeaponFX_LaserCrusader
  VeterancyFireFX       = HEROIC Lazr_WeaponFX_LaserCrusader
  ProjectileDetonationFX  = WeaponFX_ComancheRocketPodRocketDetonation
  FireSound             = LaserCrusaderWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 0
  ClipSize              = 1
  ClipReloadTime        = 150
  ContinuousFireOne     = 30
  ContinuousFireTwo     = 65
  ContinuousFireCoast   = 1000
  AntiAirborneVehicle   = Yes
  AntiAirborneInfantry  = Yes
  AntiGround = Yes
End
;------------------------------------------------------------------------------
Weapon SDILinkBomb
  PrimaryDamage           = 1.0
  PrimaryDamageRadius     = 1.0
  AttackRange             = 100.0
  AcceptableAimDelta      = 50
  DamageType              = EXPLOSION
  DeathType               = BURNED
  WeaponSpeed             = 50000
  ProjectileObject        = FusionBombProj
  FireFX                  = FX_AuroraBombLaunch
  ProjectileDetonationOCL = OCL_SDILinkLasersX
  ProjectileDetonationFX  = FX_SDILinkBomb
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  ClipSize                = 1
  ClipReloadTime          = 10000
  AutoReloadsClip         = RETURN_TO_BASE
  ShowsAmmoPips           = Yes
  ProjectileCollidesWith  = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon SDILinkBombDamageWeapon
  PrimaryDamage           = 5000.0
  PrimaryDamageRadius     = 225.0
  AttackRange = 100.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  ShockWaveAmount = 250.0
  ShockWaveRadius = 185.0
  ShockWaveTaperOff  = 0.33
  FireFX = FX_SDILinkBombEffects
  FireOCL = OCL_SDILinkLasersX2
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
  AutoReloadsClip = No 
End
;------------------------------------------------------------------------------
Weapon AntiMatterBomb
  PrimaryDamage           = 1.0
  PrimaryDamageRadius     = 1.0
  AttackRange             = 100.0
  AcceptableAimDelta      = 50
  DamageType              = EXPLOSION
  DeathType               = BURNED
  WeaponSpeed             = 50000
  ProjectileObject        = FusionBombProj
  FireFX                  = FX_AuroraBombLaunch
  ProjectileDetonationOCL = OCL_AntiMatter
  ProjectileDetonationFX  = FX_AntiMatterB
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  ClipSize                = 1
  ClipReloadTime          = 10000
  AutoReloadsClip         = RETURN_TO_BASE
  ShowsAmmoPips           = Yes
  ProjectileCollidesWith  = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon AntiMatterBombDamageWeapon
  PrimaryDamage           = 5000.0
  PrimaryDamageRadius     = 225.0
  AttackRange = 100.0
  DamageType = EXPLOSION
  DeathType = EXPLODED
  ShockWaveAmount = 250.0
  ShockWaveRadius = 185.0
  ShockWaveTaperOff  = 0.33
  FireFX = FX_AntiMatterA
  WeaponSpeed = 99999.0             
  ProjectileObject = NONE
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 0
  AutoReloadsClip = No 
End
;------------------------------------------------------------------------------
Weapon SwordAttack
  LeechRangeWeapon    = Yes
  PrimaryDamage       = 190.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 1.3
  DamageType          = MELEE
  DeathType           = NORMAL
  WeaponSpeed         = 5000.0
  ProjectileObject    = NONE
  FireFX              = NONE
  FireSound           = HeroUSAKnifeAttack
  DelayBetweenShots   = 0
  ClipSize            = 2
  ClipReloadTime      = 1
  PreAttackDelay      = 700
  PreAttackType       = PER_ATTACK
End
;------------------------------------------------------------------------------
Weapon DragonKingFlameWeaponUpgraded
  PrimaryDamage               = 30.0
  PrimaryDamageRadius         = 10.0
  SecondaryDamage             = 1.25
  SecondaryDamageRadius       = 10.0
  ScatterRadiusVsInfantry     = 0.0
  AttackRange                 = 100.0
  MinimumAttackRange          = 35.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600
  WeaponRecoil                = 0
  ProjectileObject            = DragonTankFlameProjectileUpgraded
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgraded
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgraded
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 13.33
  ClipSize                    = 0
  ClipReloadTime              = 0
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgraded
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon DragonKingFlameWeaponUpgradedWhite
  PrimaryDamage               = 35.0
  PrimaryDamageRadius         = 10.0
  SecondaryDamage             = 1.50
  SecondaryDamageRadius       = 10.0    
  ScatterRadiusVsInfantry     = 0.0
  AttackRange                 = 100.0
  MinimumAttackRange          = 35.0
  DamageType                  = FLAME
  DeathType                   = BURNED
  WeaponSpeed                 = 600
  WeaponRecoil                = 0
  ProjectileObject            = DragonTankFlameProjectileUpgradedWhite
  FireFX                      = WeaponFX_DragonTankFlameWeaponUpgradedWhite
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonationUpgradedWhite
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 13.33
  ClipSize                    = 0
  ClipReloadTime              = 0
  ProjectileStreamName        = FlamethrowerProjectileStreamUpgradedWhite
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End
;------------------------------------------------------------------------------
Weapon DragonKingFireball
  PrimaryDamage         = 350.0
  PrimaryDamageRadius   = 40.0
  SecondaryDamage       = 25.0
  SecondaryDamageRadius = 60.0
  ScatterRadius         = 19.0
  ScatterRadiusVsInfantry = 25.0
  AttackRange = 425.0
  MinimumAttackRange = 50.0
  MinTargetPitch = -90
  MaxTargetPitch = 79
  DamageType = EXPLOSION
  DeathType = BURNED
  WeaponSpeed = 140
  WeaponRecoil = 0
  ProjectileObject = Fireball
  FireFX = WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_FirestormCannonDetonationB
  ProjectileDetonationOCL = OCL_FireFieldLarge
  FireSound = FireballFire
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 10000
  PreAttackDelay = 3000
  PreAttackType = PER_ATTACK
  ProjectileCollidesWith = STRUCTURES WALLS
  HistoricBonusTime = 4000
  HistoricBonusCount = 16
  HistoricBonusRadius = 80
  HistoricBonusWeapon = FirestormSmallCreationWeapon
End
;------------------------------------------------------------------------------
Weapon DragonKingFireballWhite
  PrimaryDamage         = 400.0
  PrimaryDamageRadius   = 40.0
  SecondaryDamage       = 30.0
  SecondaryDamageRadius = 60.0
  ScatterRadius         = 19.0
  ScatterRadiusVsInfantry = 25.0
  AttackRange = 425.0
  MinimumAttackRange = 50.0
  MinTargetPitch = -90
  MaxTargetPitch = 79
  DamageType = EXPLOSION
  DeathType = BURNED
  WeaponSpeed = 140
  WeaponRecoil = 0
  ProjectileObject = FireballWhite
  FireFX = WeaponFX_GenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_FirestormCannonDetonationW
  ProjectileDetonationOCL = OCL_FireFieldLarge
  FireSound = FireballFire
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 1
  ClipReloadTime = 10000
  PreAttackDelay = 3000
  PreAttackType = PER_ATTACK
  ProjectileCollidesWith = STRUCTURES WALLS
  HistoricBonusTime = 4000
  HistoricBonusCount = 16
  HistoricBonusRadius = 80
  HistoricBonusWeapon = FirestormSmallCreationWeapon
End
;------------------------------------------------------------------------------
Weapon AirCCAAGun
  PrimaryDamage               = 20.0
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 325.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = PatriotBatteryWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250
  ClipSize                    = 2
  ClipReloadTime              = 2000
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = No
  AntiBallisticMissile        = Yes
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon AirCCAAGun2
  PrimaryDamage               = 20.0
  PrimaryDamageRadius         = 5.0
  ScatterRadiusVsInfantry     = 10.0
  AttackRange                 = 325.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600
  ProjectileObject            = PatriotMissile
  ProjectileExhaust           = MissileExhaust
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = PatriotBatteryWeapon
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250
  ClipSize                    = 2
  ClipReloadTime              = 2000
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  AntiGround                  = No
  AntiBallisticMissile        = Yes
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileCollidesWith      = STRUCTURES
End
;------------------------------------------------------------------------------
Weapon LaunchAircraft
  PrimaryDamage       = 0.1
  PrimaryDamageRadius = 0.0
  AttackRange         = 9999.0
  DamageType          = UNRESISTABLE
  DeathType           = NORMAL
  WeaponSpeed         = 5000.0
  ProjectileObject    = GenericTankShell
  FireOCL             = lauchAplane
  FireFX              = FX_BuggyMissileIgnition
  DelayBetweenShots   = 0
  ClipSize            = 1
  ClipReloadTime      = 50;3000
  PreAttackDelay      = 3000
  PreAttackType       = PER_ATTACK
End
;------------------------------------------------------------------------------
Weapon NullWeapon
  PrimaryDamage       = 0.01
  PrimaryDamageRadius = 0.0
  AttackRange         = 2000.0
  DamageType          = UNRESISTABLE
  DeathType           = NORMAL
  WeaponSpeed         = 99999.0
  DelayBetweenShots   = 0
  ClipSize            = 1
  ClipReloadTime      = 500
End
;------------------------------------------------------------------------------
Weapon ExplosionFromEnergyBall
  PrimaryDamage = 300.0
  PrimaryDamageRadius = 20.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = FX_EnergyBallBlst
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon UberFlashWave
  PrimaryDamage = 300.0
  PrimaryDamageRadius = 300.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = FX_UberFlashWave
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon PulsarWaveMotion1
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 250.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = FX_PulsarWaveMotion1
  FireOCL = OCL_SDILinkLasersX3
  ShockWaveAmount   = 20.0
  ShockWaveRadius     = 230.0
  ShockWaveTaperOff  = 20.0
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon PulsarWaveMotion2
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 250.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ShockWaveAmount   = 20.0
  ShockWaveRadius     = 230.0
  ShockWaveTaperOff  = 20.0
  FireFX = FX_PulsarWaveMotion2
  FireOCL = OCL_SDILinkLasersX3
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon PulsarWaveMotion3
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 250.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ShockWaveAmount   = 20.0
  ShockWaveRadius     = 230.0
  ShockWaveTaperOff  = 20.0
  FireFX = FX_PulsarWaveMotion3
  FireOCL = OCL_SDILinkLasersX2
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon PulsarWaveMotion4
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 250.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  ShockWaveAmount   = 20.0
  ShockWaveRadius     = 230.0
  ShockWaveTaperOff  = 20.0
  FireFX = FX_PulsarWaveMotion4
  FireOCL = OCL_SDILinkLasersX3
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon PulsarWaveMotionLight
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 250.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = FX_PulsarWaveMotionLight
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon PulsarWaveMotionU
  PrimaryDamage = 25.0
  PrimaryDamageRadius = 50.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = FX_PulsarUpwardWave
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon ExplosionFromEruption
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 10.0
  AttackRange = 200.0
  DamageType = PARTICLE_BEAM
  DeathType = EXPLODED
  WeaponSpeed = 99999.0
  FireFX = FX_FirestormEruption
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End
;------------------------------------------------------------------------------
Weapon FlashFireInsanity
  PrimaryDamage = 0.1
  PrimaryDamageRadius = 350.0
  AttackRange = 350.0
  DamageType = FLAME
  DeathType = BURNED
  WeaponSpeed = 99999.0
  ProjectileObject = NONE
  ;FireFX = none
  FireOCL = OCL_FireDeathField
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 0
  ClipSize = 0
  ClipReloadTime = 0
End